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    Default OOTS Beastiary II

    I started an OOTS Beastiary, posting a good deal of my monsters to date in alphabetical order, but as I and others come up with them, we can't list them so neatly, so I started a new thread to put critters as we come up with them. Will have a list of those posted and their creators.

    Heres the original thread:

    Original OOTS Beastiary

    -=-=-=-=-=-=-

    Froutmooth (CR 14 Elemental) - by The Vorpal Tribble
    Canopy Scoprion (CR 1 Animal) - by The Vorpal Tribble
    Teaxi (CR 9 Plant) - by The Vorpal Tribble
    Moa (CR 4 Animal) - by The Vorpal Tribble
    Opabinia Floater (CR 5 aberration) - by The Vorpal Tribble
    Shattered (CR 7 Undead) - by The Vorpal Tribble
    Steinner (Construct) - by The Vorpal Tribble
    - Crafter (CR 7)
    - Lifter (CR 10)
    - Scout (CR 3)
    Blizzard Willow (CR 19 Plant)

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    Default Re: OOTS Beastiary II

    Froutmooth

    Gargantuan Elemental (earth, extraplanar)
    Hit Dice: 16d8+128 (196 hp)
    Initiative: -3
    Speed: 50 ft. (10 squares), climb 50 ft.
    AC: 29 (-3 dex, +26 natural, -4 size), touch 3, flat-footed 29
    BAB/Grapple: +12/+38
    Attack: 1 pierce +23 melee (2d8+21)
    Full attack: 1 pierce +23 melee (2d8+21)
    Space/Reach: 25 ft./20 ft.
    Special Attacks: Hard bite, rumbling quake
    Special Qualities: Damage reduction 20/-, darkvision 60 ft., elemental traits, immunity to cold, sure-footed, tremorsense 240 ft.
    Saves: Fort +20, Ref +2, Will +9
    Abilities: Str 39, Dex 5, Con 26, Int 4, Wis 18, Cha 14
    Skills: Climb +28, Spot +6
    Feats: Great Fortitude, Improved Critical (pierce), Improved Overrun, Improved Sunder, Power Attack, Weapon Focus (pierce)
    Environment: Cold mountains
    Organization: Solitary
    Challenge Rating: 14
    Treasure: None
    Alignment: Always neutral
    Advancement: 16-28 HD (Gargantuan), 29-54 HD (Colossal)
    Level Adjustment: --

    A froutmooth is a horrifying beast of frigid mountain valleys and glacier trails. Many consider them spirits of such places for they may rest motionless, leaning against the rocky slopes for days on end, or rise up from the snow or ice that has formed over them to chase off intruders who violate their territory.

    They appear very vaguely walrus-like, with bulky, streamlined bodies of slick, icy grey stone, and four simple protrusions with which it pushes itself forward upon its belly. A thick neck, nearly as wide as the body, rises up and forward with a comparatively small head-like protrusion atop. It is eyeless and earless, but has a frightening, haphazard assortment of spine-like blades of all sizes splaying from where its mouth would normally be. They all glint metalically and come to needle-sharp points.

    Froutmooths are generally called by druids of great power to guard these artic valleys and remain willingly, enjoying the feel of the wind and ice.

    Froutmooths stand about thirty feet tall and weigh many, many tons. They speak terran.

    Combat:
    Froutmooths are territorial creatures that are almost always found guarding entire valleys, though against what is often difficult to determine if anything. They prefer to rise up from their gravel or icy beds they carve and simply hulk, hoping their mere presence is enough to frighten away intruders. If this is unsuccessful it rushes forward and slams the ground repeatedly. Lastly, if all else fails, it resorts to its deadly spikes.

    Hard Bite (Ex):
    A froutmooth's natual attack ignores hardness less than 20. If it scores a critical hit on a creature Large or smaller, the victim is impaled upon its many strikes and must make a DC 32 fortitude save or die from the shock to the body. If the victim survives he is considered helpless and the froutmooth may continue to attack as normal. Everytime it makes another attack there is a 50% chance that those trapped on its spines are dislodged, taking an additional 2d8 damage. The save DC is strength based.

    Up to 4 large, 8 medium, or 16 small creatures may be impaled before the Frouthmooth may no longer make its pierce attack.

    Rumbling Quake (Ex):
    A froutmouth can stomp strongly as a full round action, or even momentarily lift its body up off the ground and slam down, shaking the land all about. Anyone within 60 feet of a froutmouth must make a DC 32 reflex save or fall prone. The save DC is strength based.

    Surefooted (Ex):
    Froutmooths ignore all movement penalties associated with ice or snow on the ground, and the presence of such covering of any surface it climbs does not raise the DC.

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    Default Re: OOTS Beastiary II

    Canopy Scorpion

    Type: Tiny Animal
    Hit Dice: 1/2d8-2 (1 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), climb 10 ft., fly 20 ft. (poor)
    AC: 16 (+3 dex, +1 natural, +2 size) touch 15, flat-footed 13
    BAB/Grapple: +0/-13
    Attack: Bite +5 melee (1d4 acid)
    Full attack: Bite +5 melee (1d4 acid)
    Space/Reach: 0 ft./0 ft.
    Special Attacks: -
    Special Qualities: Camouflage, Immune to plant-based poison, Lowlight vision, Scent, Scent of Sweet Nectar
    Saves: Fort -2, Ref +3, Will +0
    Abilities: Str 1, Dex 17, Con 6, Int 1, Wis 10, Cha 16
    Skills: Balance +12, Climb +7, Hide +11, Move Silently +7
    Feats: Flyby Attack(B), Weapon Finesse(B)
    Environment: Warm forest or Beastlands
    Organization: Solitary, Branch (3-8 ), Canopy (16-200)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always neutral
    Advancement: Tiny (1-4 HD)
    Level Adjustment: --

    This little creature appears at first to be nothing more than a collection of leaves, but up close a vaguely scorpionish form can be made out. It has an oval, flattish carapace camouflaged in the shape of a flat leaf and is supported by six broad, leaf-like legs ending in tiny clawed feet. Curving down from behind lays a segmented tail tipped with a backwards curving, long-pointed stinger. The head has several beady eyes and a set of claws that stick out like thorny leaves. Its coloring changes from moment to moment as it blends in perfectly with the foliage around it.

    These fruit-feeding scorpions are a long time breeding project of a jungle-dwelling people that increased their size and intelligence until roughly having both of that of a kitten. They are quite often little more than pampered housepets but are used as they were in the past to find fruits and berries.

    The inevitable wild escapees can form great swarms that cover over dozens of trees, feasting on its bounty.

    Combat:
    Canopy scorpions are rather inoffensive creatures, but if sufficiently threatened will latch on with their teeth and inject a mild acid formed from a combination of oils from the vegetation they consume.

    Camouflage (Ex):
    A canopy scorpion's natural camouflage gives it a +10 bonus to hide checks while in leafy areas.

    Immunity to plant-based poison (Ex):
    A canopy scorpion is completely immune to any poison derived from a plant source.

    Scent of Sweet Nectar (Ex):
    Once per day a canopy scorpion can release a powerful scent that when deeply inhaled relieves non-magical conditions of those who are Nausaeated or Sickened within 10 feet. Those that are affected by the scent become Dazed for 1d4 rounds unless they succeed on a DC 8 fortitude save. The save DC is constitution based.

    Skills:
    Canopy scorpions have a +4 racial bonus on Climb and Move Silently checks and a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb checks and can always take 10 on a climb check.

    ---

    Familiar:
    The owner of a canopy scorpion familiar gains a +6 bonus to their Survival skill to gather food.
    Last edited by The Vorpal Tribble; 2008-08-23 at 02:05 PM.

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    Default Re: OOTS Beastiary II

    If no one knows what this is supposed to be, take a look at the Xephs in the Expanded Psionic Handbook. These are the psionically illuminated trees mentioned.

    -=-=-=-=-=-=-

    Teaxi

    Huge Plant (psionic)
    Hit Dice: 8d8+56 (88 hp)
    Initiative: +0
    Speed: 0 ft.
    Armor Class: 26 (-5 dex, +7 inertial armor, +16 natural, -2 size), touch 10, flat-footed 26
    Base Attack/Grapple: +6/-
    Attack: --
    Full attack: --
    Space/Reach: 15 ft./0 ft.
    Special Attacks: Psi-like abilities
    Special Qualities: Damage reduction 10/bludgeoning, deeplit, immunity to fire, low-light vision, plant traits, resistance to cold and electricity 10, vulnerability to sonics
    Saves: Fort +13, Ref +2, Will +0
    Abilities: Str -, Dex -, Con 24, Int 1, Wis 3, Cha 19
    Skills: Concentration +17
    Feats: Empower Power, Iron Will, Narrow Mind, Psionic Meditation(B)
    Environment: Any land
    Organization: Solitary, patch (2-4), grove (8-20), forest (40+)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always neutral
    Advancement: 9-14 HD (Huge), 15-29 HD (Gargantuan)
    Level Adjustment: --

    Teaxi are a beautiful example of flora that is neither plant or fungus, but with traits akin to both and yet neither. They appear as large, gnarled trees of fibrous dark-brown bark that twists and curves the entire length. In evenly spaced sections grows equally gnarled and twisting branches from which grow opaque crystaline leaves ranging from milky white to smokey black and all shades of brown and umber in between. The veins throughout the foliage is alight with a gentle glow that extends far beyond the growth itself. Though it appears at first to grow in a chaotic fashion, if one is to look long enough one would notice the inherent fractal pattern to the growth that holds from the tip of the roots to the spread of the leaves.

    Teaxi grow, not from seeds or clippings, but much as a mushroom, sending its tendril-like rootlets through the soil and gathering nutrients and moisture. Once it has the neccessary ammount it springs forth overnight into a half-sized sort of sapling that reaches full height within but a few weeks. They then continue to grow, but at a rate that approaches the geologic. All Teaxi are connected with one another, and form a collective, albeit minimal, intelligence.

    They grow only in places open to the outside air, yet dislike sunlight. Though they are not harmed by it in any way, they will not grow in sunlit areas. This leaves them as a rare plant that thrives only in the shade of the deepest rifts and overhangs.

    It is not certain how they came into existence, but most believe they were a breeding project by the earliest Xeph ancestors.

    Teaxi share memories and sensations, but possess no real language. They stand some 20-25 feet tall on average, with a trunk about 8 feet in diameter.

    Combat:
    Teaxi are barely aware enough of their surroundings to even recognize a threat, though they sense the presence of all about them. They merely defend even if attacked, possessing little ability for offense. Upon being harmed they immediately attempt to heal themselves, unless of some power type upon which energy conversion comes to life. Upon taking damage of this type they release it back at their opponents.

    Deeplit (Ps):
    A teaxi's crystaline florage continously releases a soft, wan radiance that illuminates a 60-foot radius with the brightness of moonlight.

    Psi-like abilities:
    Continuous/Inertial Armor (+7 AC*), Touchsight; 3/day Body Adjustment (6d12*), Sense Link; 1/day Energy Conversion, Suspend Life
    Manifester level 8. Save DCs are Charisma based.
    * Includes augmentation for the creature's manifester level and Empower Power feat.

    Vulnerability to Sonics:
    A teaxi takes half again as much (+50%) damage as normal from sonics, regardless of whether a saving throw is allowed, or if the save is a success or failure.

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    Moa

    Large Animal
    Hit Dice: 5d8+20 (40 hp)
    Initiative: +0
    Speed: 50 ft. (10 squares)
    Armor class: 13 (+4 natural, -1 size), touch 9, flat-footed 13
    Base Attack/Grapple: +3/+14
    Attack: Bite +9 melee (1d6+7), Kick +9 melee (1d8+7)
    Full attack: Bite +9 melee (1d6+7), Kick +9 melee (1d8+7)
    Space/reach: 10 ft./10 ft.
    Special Attacks: Trample
    Special Qualities: Flee, low-light vision
    Saves: Fort +8, Ref +4, Will +2
    Abilities: Str 25, Dex 10, Con 18, Int 2, Wis 12, Cha 6
    Skills: Listen +4, Spot +8
    Feats: Endurance, Improved Overrun
    Environment: Warm plains and forest
    Organization: Flock (6-20)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement: 6-8 HD (large)
    Level Adjustment: -

    A moa is a massive flightless bird with two thick, heavily grey-scaled legs and furry tan feathers. It bears a resemblance to an ostrich and emu but is larger by far, being around 10-13 feet in height and around 1500 lbs.

    Combat:
    Moas are generally nonagressive, but anything that makes a hostile move against one risks a herd bearing down upon them. If of equivalent size or smaller a moa pecks or tramples its opponents. However, they tend to run from those that are larger than themselves.

    Flee (Ex): A moa can move eight times its normal speed (400 feet) when fleeing.

    Trample:
    If a moa makes a successful overrun attack it can attempt an additional kick attack against its opponent.

    Skills:
    A moa gets a +2 racial bonus on spot checks.

    -=-=-=-=-

    Training a Moa
    Training a moa as a ground mount requires a successful Handle Animal check (DC 18 for a young creature, DC 28 for an adult) and that the creature be willing.
    Moa eggs are worth 450 gold apiece on the open market, while chicks are 950 gold each. Professional trainers charge 250 gp to rear or train a moa, and riding one requires an exotic saddle. A moa can fight while carrying the rider, but the rider cannot also attack unless he or she succeeds on a a Ride check.

    Carrying Capacity:
    A light load for a moa is up to 400 lbs; a medium load 401-700 lbs; and a heavy load 701-1000 lbs.

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    Default Re: OOTS Beastiary II

    Opabinia Floater

    Large Aberration (aquatic)
    Hit Dice: 8d8+16 (48 hp)
    Initiative: +3
    Speed: Fly 40 ft. (average) (8 squares), swim 40 ft.
    Armor Class: 18 (+3 dex, +6 natural, -1 size), touch 12, flat-footed 15
    Base Attack/Grapple: +6/+13
    Attack: Bite +9 melee (1d6+6)
    Full attack: Bite +9 melee (1d6+6)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Trip
    Special Qualities: Aberration traits, amphibious, aquatic subtype, darkvision 60 ft., low-light vision, naturally boyant, primitive form
    Saves: Fort +4, Ref +5, Will +6
    Abilities: Str 19, Dex 16, Con 14, Int 3, Wis 15, Cha 6
    Skills: Listen +5, Spot +6
    Feats: Diehard, endurance(B), hover, weapon focus (bite)
    Environment: Any
    Organization: Solitary, Pair, or Grasp (3-8)
    Challenge Rating: 5
    Treasure: None
    Alignment: Usually chaotic neutral
    Advancement: 8-15 HD (Large), 16-24 (Huge)
    Level Adjustment: --

    Opabinia Floaters are incredibly ancient race of barely sentient aberrations that are said by some to have shared the primordial seas with the aboleths themselves. Whether this is accurate or not, they are often used as scouts for the aboleths and then return to have their minds picked clean.

    Those that are not under control of aboleths tend to form small hunting families that probe water, air, and cavern.

    They appear as primitive arthropods, with a vaguely tear-drop shape covered in thick overlapping plated. Its thickened section grows a number of large, disc-like eyes set upon flexible stalks but also sports its most noticable feature; a long tube-like proboscis that ends in a pair of ridged, grasping claws. Its body narrows greatly from its head section to form a sort of tail with a collection of polyp-shaped protrusions at the end. It has no arms or legs, but instead has, along both its sides, a pair of fleshy organs that ripple and collapses and expand like thick-skinned balloons. These organs continously produce a lighter-than-air gas which it expels as it flexes to give it forward momentum in water and out.

    Opabinia floaters speak a crude form of aboleth. Without their boyancy they weigh some 2,000 lbs.

    Combat:
    Opabinia floaters are stealthy fighters, skimming along the ground or ocean bottom silently and then snapping out with their predatory proboscis to snatch their opponent or prey.

    Naturally Boyant (Ex):
    An opabinia floater is lighter than air thanks to the twin organs located along its sides. They can support up to 1,000 lbs. and remain afloat.

    Primitive Form (Ex):
    An opabinia floater is immune to critical hits.

    Trip (Ex):
    An opabinia floater that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the opabinia.

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    Default Re: OOTS Beastiary II

    Shattered

    You walk to you mirror and inspect yourself, straightening your clothing. Suddenly a dribble of crimson runs down, which is soon joined by another, and another. Soon the entire mirror runs red and a figure steps out, its body covered in jagged glass...

    Medium Undead
    Hit Dice: 6d12+3 (39 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 21 (+3 dex, +8 natural), flat-footed 18, touch 13
    Base Attack/Grapple: +3/+4
    Attack: Claw +7 melee (1d8+1 plus wounding)
    Full attack: 2 claws +7 melee (1d8+1 plus wounding)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Immproved grab, shard spray, shatter
    Special Qualities: Darkvision 60 ft., immunity to piercing and slashing, mirror jump, razor edge, reflective self, undead qualities
    Saves: Fort +2, Ref +5, Will +5
    Abilities: Str 12, Dex 17, Con -, Int 14, Wis 11, Cha 18
    Skills: Climb +10, Jump +10, Knowledge (the planes) +11, Listen +9, Search +11, Spot +9
    Feats: Power attack, toughness(B), weapon finesse, weapon focus (claw)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: 7-12 HD (Medium)
    Level Adjustment: --

    The first Shattered was a wizard who devoted his life to searching for the elusive plane of mirrors, which earned much ridicule and concern from those that knew him. From his childhood he had been fearful of mirrors after watching his mother pulled into one as a Nerra kidnapper stole her away. None believed him and he grew up paranoid and filled with a thirst to prove of a realm within the mirror. This led him to the ways of the arcane and after decades of study he produced a spell that would allow him to put to rest his claims. In front of a gathering of skeptical mages he stepped within a large, full-sized mirror and disapeared into the rippling surface.

    Once within he went in search of information from his mother and after much searching found her not aged a day within a great reflective palace. She was cut down as they tried to escape by a Kalareem and the wizard let out a scream of anguish that when fueled by his arcane might caused his nearby mirror self to shatter. He was slain instantly as the shards filled his body, but something strange and unexplainable happened. As he and the remains of his exact opposite simultaneously perished his very life force was reversed. He rose, a terrible sight, and quickly divided back through the next nearby mirror to appear in front of his colleagues. The last thing they saw were shards of glass flying out to meet them...

    Shattered appear much as they did in life, excepting the fact that they are punctured all about their body with shards of red-streaked glass. There is no blood however, though the shredded rags of former clothing appear soaked with the substance. Their faces are set into a rigid richtus of pain so intense that it has become numbness.

    Shattered speak whatever language they did in life.

    Combat:
    Shattered often stalk victims while within the plane of mirrors, coming out upon their victims and grabbing them. They then attempt to turn them towards the mirror and cause it to shatter explosively. If this fails to kill them they resort to their claw attacks and shard spray.

    Improved Grab (Ex): To use this ability, a shattered must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Mirror Jump (Su):
    Shattered can move through mirrored and reflective surfaces at will. This effect is similiar to shadow walk, but the shattered travels along the Plane of Mirrors. As a standard action, the shattered must touch a mirror or other highly reflective surface. The shattered then exits from another mirror that is no farther than 1 mile away.
    If a shattered touches a regular mirror, the mirror jump happens automatically. A shattered cab also touch a highly reflective surface, such as a polished metal shield or armor. This surface must be clear glass, a still pool of water, or shiny metal. There is a 30% chance the the surface is reflective enough for the shattered to make the mirror jump. However, a shattered can only enter a nonmirrored surface--it can return only through a normal mirror.
    If another mirror is not within the range of the mirror jump, the shattered must wander the plane of mirrors and exit through another random mirror portal.

    Razor Edge (Ex):
    A shattered's shards makes it particularly painful to hold, automatically dealing 1d4 piercing damage per round to opponents who successfully grapple the shattered or is grappled by the shattered in turn. It also gains a +8 bonus to escape artist checks to escape rope binds.

    Reflective Self (Su):
    Any spells or powers dealing with light aimed at a shattered have a 50% chance to be reflected harmlessly by its glass-covered surface. They take a -4 penalty on hide checks however in lit areas.

    Shard Spray (Su):
    Once a day a shattered's imbedded glass can shoot out in a 20 foot radius that flays flesh and causes massive lacerations. The spray inflicts 6d4 damage (DC 16 reflex save halves).
    In addition, a wound resulting deom a shattered's shard spray bleeds for an additional 2 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 4 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of any cure spell or other healing spell.
    A victim killed by the shard spray rises up as a shattered that remains under control of the original shattered for 1d8 rounds before its frenzied nature renders it uncontrollable.
    The save DC is dexterity based.

    Shatter (Su):
    As a free action a shattered can cause glass objects and creatures within 60 feet to shatter as the spell. Affected objects spew out in a 10 foot cone that deals damage depending on their size (below). The shattered can control the direction of the cone if the glass object points in more than one direction (as opposed to a mirror which faces only one way).

    Tiny - 1d4
    Small - 1d6
    Medium - 1d8
    Large - 1d10
    Huge - 2d6
    Gargantuan - 4d6
    Colossal - 4d10

    Wounding (Ex):
    A shattered's claw attacks are considered Wounding weapons, dealing 1 point of constitution damage with each successful attack.

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    Default Re: OOTS Beastiary II

    Steinner, Scout

    Tiny construct (earth)
    Hit Dice: 3d10 (15 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), 5 ft. (burrow)
    Armor Class: 20 (+4 dex, +4 natural, +2 size), touch
    Base Attack/Grapple: +3/-7
    Attack: Claw +9 melee (1d4-2)
    Full attack: 2 claws +9 melee (1d4-2)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks: --
    Special Qualities: Construct traits, damage reduction 5/adamantium, darkvision 60 ft., replicate self, spell-like abilities, tremorsense 60 ft.
    Saves: Fort +1, Ref +5, Will +7
    Abilities: Str 6, Dex 19, Con -, Int -, Wis 23, Cha 1
    Skills: Craft (stone working) +10, climb +10, jump +10, knowledge (dungeoneering) +10, spot +12
    Feats: Craft Construct(B), Weapon Finesse(b)
    Environment: Underground
    Organization: Solitary, Party (3-9), Investigation (10-40)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always neutral
    Advancement: 4-5 HD (tiny)
    Level Adjustment: --

    Steinner scouts job is to constantly scuttle about, searching for useful ores, repairing other damaged scouts, and checking for blockages and obstructions in already crafted areas of the Valley. They then run for the nearest crafter or lifter and relay the information.

    Steinner scouts appear, in their resting stage, as simple stone, though individuals vary wildly in their shapes, textures and makes. Only a DC 25 Knowledge (dungeoneerng) check allows one to notice the steinner is not a common rock. However, when working these stones extrude eight crystaline legs and and four manipulative mouthparts from each side. All in all they appear as stone spiders with two 'heads', though devoid of eyes.

    Steinner scouts weigh about 20 lbs. They do not speak but instinctively use their stone tell ability to exchange information

    Combat:
    Steinner's never initiate combat, but their original instructions include self defense, and if they cannot run they will rear up fearlessly upon their opponents, slashing and gouging with their sharp legs. A steinner's natural weapons are considered magical for the purpose of overcoming damage reduction.

    Replicate Self (Su):
    A steinner scout can build aduplicate of itself in 1d6 hours with a successful DC 20 craft (stone working) check. As well, it can repair and bring back to functionality a scout that has been killed, but still retains its pieces. This process takes a full minute of uninterupted work plus one minute for each point below 0 the scout was damaged. The damaged scout loses 1d4 hit points each time it is repaired.

    Spell-like Abilities:
    At will/Soften Earth and Stone, Stone Tell. 1/day Meld With Stone. Caster level 16. Save DC's are wisdom based.

    Skills:
    Scouts have a +10 racial bonus on knowledge (dungeoneering) and craft (stone working) checks. They also have a +6 bonus on climb, jump and spot checks. A scout uses its dexterity modifier for climb and jump checks.

    -=-=-=-=-=-=-=-=-


    Steinner, Lifter

    Large Construct (earth)
    Hit Dice: 13d10+30 (95 hp)
    Initiative: -1
    Speed: 50 ft. (10 squares)
    Armor Class: 20 (-1 dex, +12 natural, -1 size), touch 8, flat-footed 20
    Base Attack/Grapple: +9/+22
    Attack: Claw +17 melee (1d8+9)
    Full attack: 4 claws +17 melee (1d8+9)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Deathgrip, Improved Grab
    Special Qualities: Construct traits, damage reduction 10/adamantium, darkvision 60 ft., replicate self, spell-like abilities, tremorsense 60 ft.
    Saves: Fort +4, Ref +3, Will +3
    Abilities: Str 28, Dex 8, Con -, Int -, Wis 9, Cha 1
    Skills: Craft (stone working) +12, knowledge (dungeoneering)+6
    Feats: Craft Construct(B)
    Environment: Underground
    Organization: Solitary, (2-5), or Construction (6-12)
    Challenge Rating: 10
    Treasure: None
    Alignment: Always neutral
    Advancement: 14-26 HD (large), 27-39 HD (Huge)
    Level Adjustment: --

    A lifter's life is the tunneling, excavating and expanding of the Valley, along with the hauling of the raw materials used for crafting to the Crafters. They are also responsible for the repair of their fellow lifters.

    Lifters appear much as their smaller brethren, except that are a great deal larger, and their legs and manipulative digits are developed into thick limbs with massive grasping claws on the ends. In their resting state they are often mistaken for boulders or piles of rubble. Only a DC 25 Knowledge (dungeoneerng) check allows one to notice the difference until it moves.

    Lifters weigh about two tons.

    Combat:
    Lifters are the closest things a steinners have to a guard, and if they even see another steinner being harmed they scuttle forth with pinches extended for grabbing. If they can get a hold they then tend to rend the agressor in two.

    A steinner's natural weapons are considered magical for the purpose of overcoming damage reduction.

    Deathgrip (Ex):
    The following round after a successful grapple a lifter can attempt to pin its opponent. If successful it then grips its foe bodily and the victim must make a successful fortitude save (DC 25) or be torn in half and die instantly. Even if the save is successful the victim takes 2d8+13 danage. The save DC is strength based.

    Improved Grab (Ex): To use this ability, a lifter must hit with two claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Replicate Self (Su):
    A steinner lifter can build a duplicate of itself in 2d6 hours with a successful DC 26 craft (stone working) check. As well, it can repair and bring back to functionality a lifter that has been killed, but still retains its pieces. This process takes 3d10 minutes of uninterupted work plus one minute for each point below 0 the lifter was damaged. The damaged lifter loses 4d6 hit points each time it is repaired.

    Spell-like Abilities:
    At will/Soften Earth and Stone, Stone Tell. Caster level 16. Save DC's are wisdom based.

    Skills:
    Lifters have a +12 racial bonus on craft (stone working) checks and a +6 bonus on knowledge (dungeoneering).

    -=-=-=-=-=-=-=-=-


    Steinner, Crafter

    Large Construct (earth)
    Hit Dice: 9d10+30 (75 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (+3 dex, +8 natural, -1 size), touch 12, flat-footed 17
    Base Attack/Grapple: +6/+16
    Attack: Claw +11 melee (1d6+6)
    Full attack: 2 claws +11 melee (1d6+6)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: --
    Special Qualities: Construct traits, damage reduction 10/adamantium, darkvision 60 ft., replicate self, spell-like abilities, tremorsense 60 ft.
    Saves: Fort +3, Ref +6, Will +6
    Abilities: Str 23, Dex 17, Con -, Int -, Wis 16, Cha 4
    Skills: Craft (stone working) +20, Knowledge (dungeoneering) +6
    Feats: Craft Construct(B)
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Always neutral
    Advancement: 9-16 HD (large)
    Level Adjustment: --

    Though with no more intelligence than any other steinner, a crafter is the 'mastermind' of the steinners, filled with programmed instincts that allow them to direct the lifters and scouts. They design and construct and build nearly everything found within the Valley, and recieve a constant influx of information from the scouts, and materials for building from the lifters.

    Crafters appear more waspish than the others, leanner, though with eight overly long limbs with a couple dozen manipulative digits to each. These digits range from knife or axe-like to corkscrew and drill shaped.

    Crafters weigh somewhere around a ton.

    Combat:
    Crafters never fight if they can help it, relying on the nearby lifters and scouts to keep them from damage. If they have no alternative however their self preservation instincts kick in, and they slash and gouge until their opponent is dead or fled.

    A steinner's natural weapons are considered magical for the purpose of overcoming damage reduction.

    Replicate Self (Su):
    A steinner crafter can build a duplicate of itself in a day with a successful DC 32 craft (stone working) check. It can also rebuild any other steiner with the craft check mentioned in their entries. As well, it can repair and bring back to functionality a crafter that has been killed, but still retains its pieces. This process takes 1d6 hours of uninterupted work plus one hour for each point below 0 the crafter was damaged. The damaged lifter loses 2d6 hit points each time it is repaired. It may also repair other steinners, but usually assigns this task to others.

    Spell-like Abilities:
    At will/Mending, Soften Earth and Stone, Stone Tell. Caster level 16. Save DC's are wisdom based.

    Skills:
    Crafters have a +20 racial bonus on craft (stone working) checks and a +6 bonus on knowledge (dungeoneering).
    Last edited by The Vorpal Tribble; 2008-08-22 at 01:40 PM.

  9. - Top - End - #9
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    Default Re: OOTS Beastiary II

    Blizzard Willow

    Colossal Plant (cold, incorporeal)
    Hit Dice: 33d8+198 (330 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares), Fly 60 ft. (12 squares)(perfect)
    Armor Class: 4 (+2 deflection, -8 size), touch 4, flat-footed 4
    Base Attack/Grapple: +24/-
    Attack: Swarm (4d6 cold)
    Full attack: Swarm (4d6 cold)
    Space/Reach: 30 ft./30 ft.
    Special Attacks: --
    Special Qualities: Heat sense, immunity to cold, incorporeal traits, low-light vision, plant traits, vulnerability to fire, whiteout, whitesight
    Saves: Fort +24, Ref +10, Will +13
    Abilities: Str -, Dex 11, Con 22, Int -, Wis 17, Cha 14
    Skills: --
    Feats: --
    Environment: Any cold land
    Organization: Solitary
    Challenge Rating: 19
    Treasure: Blizzard Willow Nectar
    Alignment: Always neutral
    Advancement: 33-68 HD (colossal)
    Level Adjustment: --

    The only thing one normally sees when they meet with this enigmatic plant is a great cloud of suspended, scintillating snowflakes that wafts in on a sudden gust of wind.

    Seen as a whole however it is as a massive tree with a tall, stately trunk that seems crafted from the wind itself. From this ghostly form a spread of innumberable slender branches foutain out and droop to the ground. These are covered in seemingly delicate leaves and and occassional flowers that could have been carved from an artisan of faerie. From the bottom of the trunk spreads out a collection of thick, hairy roots that spread and grope like the tentacles of some crystaline jellyfish when it rises into the air.

    Blizzard willows are grandly beautiful flora living within the deepest of artic climes. They may simply lie still for years and then without warning leap off into the air. Spirit animals in the shape of birds often roost within it.

    Some say the blizzard willow originated from the Plane of Cold, passing unsuspecting through rare portals or transported by plane-wandering druids.

    Combat
    A blizzard willow is often attracted to signs of warmth for inexplicable reasons and will merely move overtop of anything from hunting parties to small villages, freezing the area solid. It is considered a swarm for purposes of attacking and deals 4d6 cold damage to any creature whose space it occupies at the end of its move.

    Heatsense (Ex):
    A blizzard willow can detect the presence of heat. Creatures that radiate heat illuminate an area comparable to a flame of the same size as the creature (see chart below). While within a sunlit area (even one that is overcast) a blizzard willow gains blindsight out to 120 feet.

    Code:
    Level Size    Example
    1   Fine            Tindertwig
    2   Dimunitive Torch
    3   Tiny            Small Campfire 
    4   Small         Large Campfire
    5   Medium      Forge
    6   Large         Bonfire
    7   Huge            Burning Sack
    8   Gargantuan Burning Tavern
    9   Colossal  Burning Inn
    10   Vast    Small Field, Forest or Village
    Incorporeal Traits:
    Blizzard willows are harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against it. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn't wish to be.

    Vulnerability to Fire:
    A blizzard willow takes half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.

    Whiteout (Ex):
    The blizzard willow's frosty foliage is so thick that it grants the creature, and anyone within its space, complete concealment (50% miss-chance). Though it is difficult to see the blizzard willow because of its misty haze, the foliage itself is visible, provided that the area has sufficient light to by which to see it.

    Whitesight (Ex):
    A blizzard willow is immune to snow glare and can see normally in whiteout conditions.

    -=-=-=-=-=-

    Blizzard Willow Nectar

    Only another incorporeal creatures or magical apparatus with the ghost-touch quality can harvest and extract the oil of the blossoms of the Blizzard Willow. It must then be kept in a force affect or mixed with ghost oil. If blizzard willow nectar comes into contact with normal ice or snow the frost itself becomes incorporeal. It takes on a thin, misty look but otherwise seems normal until it is touched. A single dose is enough to convert a five foot square.

    The nectar must be kept in temperatures below freezing or it loses its properties. If the willow is killed before the nectar can be extracted the flowers retain their potency for 1d6 minutes.

    Extracting the oil requires a DC 28 Craft (alchemy) or Knowledge (nature) check. One dose (vial) costs 30 gp.

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