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Thread: Critters II!

  1. - Top - End - #931
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    Default Re: Critters II!

    I still need to finish the Birraloth. Are there any drinking rules beyond the Arms and Equipment Guide and Cityscape??

    Were Porcupine

    Were Porcupine is an Acquired or Inherited template that can be added to any Small humanoid. In this case the smaller Humanoid races that are less kind than Gnomes and Halflings. Or that are more paranoid. They are often used as sentries at temples of the Lycanthrope Goddess.

    Size and Type: Size and Type doesn’t change, but it does gain the Shapechanger subtype.

    Hit Dice: Unchanged.

    Speed: Land speed is unchanged, it gains a Climb Speed of 15' in Hybrid and Porcupine Forms.

    Armor Class: Gains +2 Natural Bonus in Humanoid Form, +4 in Hybrid and Porcupine Forms.

    Attacks: Use the humanoids BAB for all 3 forms.

    Damage: Same as base creature in Humanoid form, same as Porcupine in Porcupine and Hybrid Forms (Porcupines have 2 claw attacks doing 1d3 damage plus Strength bonus, and 1 Bite doing 1d3 + 1/2 Strength bonus).

    Special Attacks: Hybrid and Porcupine Forms gain Cursed Bite:

    Cursed Bite: Identical to the ability listed under Lycanthropes in the Monster Manual, except it only works on Humanoids of the appropriate Size.

    Special Qualities: All 3 forms possess Alternate Form, Porcupine Empathy, and Damage Reduction 5/Silver (DR 10/Silver in Hybrid and Porcupine Forms). Hybrid and Porcupine Forms also get Quills, and Scent.

    Quills (Ex): Instead of it's normal attacks the Porcupine may whack it's opponent with it's body, potentially impaling it with quills as a Standard Action. Opponents who attack it also risk harming themselves if they attack it with a Grapple, Natural Weapon or Unarmed Strike (they must make a Reflex Save to not be quilled, Save DC is 10 plus 1/2 Hit Dice plus opponents Str Modifier. Minimum of +1 if opponent has a low Str). As an attack the quills do 1d6 plus your Str Modifier, if your opponent was quilled because he was foolish enough to attack you bare-handed it does 1d6 plus his Str modifier. Once quilled an opponent takes a -1 Circumstance Penalty to attack rolls, Saving Throws, and Skill Checks until the quills are removed. This penalty increases by 1 each time he is successfully quilled again with no theoretical upper limit. In addition he takes an additional 1d2 damage per Minute until the quills are removed. There are two ways to remove quills: A Str or Heal Check (DC is 10 plus 1/2 your HD plus your Constitution Modifier). One successful Check is necessary to reduce the Penalty by -1, and once it reaches 0 all the quills are removed. The victim takes 1d4 damage per Str Check, whether it is successful or not. He only takes damage on a Heal Check if it is unsuccessful.

    Alternate Form: Identical to the Alternate Form ability listed in the Monster Manual for Lycanthropes.

    Porcupine Empathy: Can communicate with Porcupines and has a +4 Racial bonus on Charisma based checks to influence them (which it can do despite their being Mindless).

    Saves: Must be recalculated in Hybrid and Porcupine forms due to stat changes, and gains a +2 Racial Bonus to Fort and Will Saves.

    Abilities: +2 Wis. +2 Str and +2 Con in Hybrd and Porcupine Forms.

    Skills: Were Porcupines gain a +4 Racial Bonus to Listen Checks, and a +8 Racial Bonus on Climb Checks. They may always Take 10 on a Climb Check.

    Feats: Improved Initiative, Iron Will

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +2

    Treasure: Unchanged, usually Standard.

    Alignment: Usually Neutral

    Advancement: By Character Class.

    Level Adjustment: +2 Afflicted (+3 Natural)
    Last edited by Bhu; 2014-04-13 at 10:05 PM.
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  2. - Top - End - #932
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    Default Re: Critters II!

    Birraloth is done. I edited all the Lycanthrope templates as I have been working on a template handbook and found a bit more out about lycanthropes:

    Were Flamingo

    Were Flamingo is an Acquired or Inherited template that can be added to any humanoid.

    Size and Type: Type doesn’t change, but it does gain the Shapechanger subtype. Size is Medium in all Forms.

    Hit Dice: Unchanged.

    Speed: Land speed is unchanged, it gains a Flight Speed of 50' (Average) in Hybrid and Flamingo Forms.

    Armor Class: Natural Armor Bonus improves by +2 in all Forms.

    Attacks: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Hybrid and Pink Fairy forms).

    Damage: Same as base creature in Humanoid form, same as Flamingo in Flamingo and Hybrid Forms (Flamingos have a Bite doing 1d3 plus Str Modifier).

    Special Attacks: Hybrid and Flamingo Forms gain Cursed Bite.

    Cursed Bite (Su): Identical to the ability listed under Lycanthropes in the Monster Manual, except it only works on Humanoids, and has no limitation on Size.

    Special Qualities: All 3 forms possess Low Light Vision, Scent, Alternate Form, Flamingo Empathy, and Damage Reduction 5/Silver (DR 10/Silver in Flamingo and Hybrid forms). Flamingo and Hybrid Forms also gain Hold Breath.

    Alternate Form (Su):Identical to the Alternate Form ability listed in the Monster Manual for Lycanthropes.

    Flamingo Empathy (Ex): Can communicate with Flamingos and has a +4 Racial bonus on Charisma based checks to influence them.

    Hold Breath (Ex): Were Flamingos can hold their breath for (4 x Con Score) rounds before they risk drowning.

    Saves: Must be recalculated in Hybrid and Flamingo forms due to stat changes, and gains a +2 Racial Bonus to Fort and Ref Saves.

    Abilities: +2 Wis. -2 Str, +4 Str and +2 Con in Hybrid and Flamingo Forms.

    Skills: Were Flamingos get a +4 Racial Bonus to Search and Spot Checks.

    Feats: Endurance and Iron Will.

    Environment: Unchanged

    Organization: Solitary, Pair, or Flock (15-50)

    Challenge Rating:
    +2

    Treasure: Unchanged, usually Standard

    Alignment: Usually Neutral

    Advancement: By Character Class

    Level Adjustment: +2 Afflicted (+3 Natural)
    Last edited by Bhu; 2014-01-31 at 10:26 PM.
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  3. - Top - End - #933
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    Tuttle Bottoms Monster
    Medium Animal
    Hit Dice: 3d8+9 (21 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares), Climb 20 ft.
    Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
    Base Attack/Grapple: +2/+7
    Attack: Claw +7 melee (1d4+5)
    Full Attack: 2 Claws +7 melee (1d4+5)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision, Scent
    Saves: Fort +6, Ref +4, Will +2
    Abilities: Str 20, Dex 12, Con 16, Int 2, Wis 12, Cha 8
    Skills: Climb +14, Listen +5, Spot +5, Swim +6
    Feats: Alertness, Endurance
    Environment: Temperate Swamp
    Organization: Solitary, possibly unique
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4-5 HD (Medium)
    Level Adjustment: ---


    The Tuttle Bottoms Monster is an odd cryptid haunting southern Illinois. It is described as either an ape or bearlike entity that walks on 2 or 4 legs, and possessing a snout similar to an anteater. It does not appear to be afraid of people and will readily approach them.

    Skills: The Tuttle Bottoms Monster has a +8 Racial Bonus on Climb Checks, and can always Take 10 on a Climb Check.

    Combat: While the Tuttle Bottoms Monster is quite intimidating, it doesn't appear to be aggressive that anyone knows of (though several deaths were reported during the time of it's sightings).
    Last edited by Bhu; 2014-02-07 at 02:48 AM.
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  4. - Top - End - #934
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    Default Re: Critters II!

    You guys still want Yugoloths?


    Pidgin
    Tiny Magical Beast
    Hit Dice: 1d10 (5 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), Fly 40 ft. (Average)
    Armor Class: 15 (+2 Size, +3 Dex), touch 15, flat-footed 12
    Base Attack/Grapple: +1/-11
    Attack: Peck +6 melee (1d2-4)
    Full Attack: Peck +6 melee (1d2-4)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Poop Cannon
    Special Qualities: Low Light Vision, Darkvision 60 ft., Mindless
    Saves: Fort +2, Ref +5, Will +2
    Abilities: Str 3, Dex 17, Con 10, Int -, Wis 14, Cha 14
    Skills: ---
    Feats: Ability Focus (Poop Cannon, B), Weapon Finesse (B)
    Environment: Any
    Organization: Solitary, Pair or Flock (10-100)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Usually Neutral
    Advancement: ---
    Level Adjustment: ---

    "Dammit I hate these birds..."

    KAPOW

    "Poo for church!

    Pidgins appear to be magical...pigeons. The pun in their name comes from the fact that anyone struck by their poop cannon becomes almost as stupid as they are and as a result their speech turns a little...awkward. Their origin is unknown, but as per usual mages are blamed. The local Mage's Guilds say they would never do anything so stupid, yet noted drunkards among their group remain conspicuously absent for interviewing purposes.

    Poop Cannon (Su): Once per round as a Free Action the Pidgin may answer the call of nature, prompting a DC 12 (Save DC is Constitution based) Fortitude Save from unfortunate bystanders standing below (or from those who are forced to clean it up later). The blast is treated as a grenade-like weapon aimed at the square directly beneath it, and at any given time the Pidgin has 1d3 'loads' ready. Even more deadly are Pidgin flocks, which can number in the hundreds, and potential victims have the Save DC they must make increased by +1 for each blast landing in their square. If the Save is failed they take a -1 Morale Penalty on Ability and Skill Checks and Attack rolls for 1d4 rounds, and lose 1d3 Intelligence.

    Combat: Pidgins rarely initiate combat as they are cowards along with being dull. Like most pigeons, however, they poop on everything and are thusly a hazard.
    Last edited by Bhu; 2014-02-07 at 02:47 AM.
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  5. - Top - End - #935
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    Sure, Yugoloths are cool
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    Argentariusloth
    Medium Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 12d8 (54 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares)
    Armor Class: 28 (+3 Dex, +15 Natural), touch 13, flat-footed 25
    Base Attack/Grapple: +12/+12
    Attack: Slam +12 melee (1d4)
    Full Attack: 2 Slams +12 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Spells, Summon Yugoloth
    Special Qualities: DR 15/Magic, Immunities, Energy Resistance 20 (Cold, Fire, Electricity), Yugoloth traits, Midas Touch
    Saves: Fort +8, Ref +11, Will +14
    Abilities: Str 11, Dex 16, Con 11, Int 20, Wis 18, Cha 17
    Skills: Bluff +15, Concentration +11, Diplomacy +15, Gather Information +15, Intimidate +15, Knowledge (Arcana, Local, Nobility) +17, Profession (Banker) +15, Sense Motive +16, Spellcraft +16
    Feats: Greater Spell Focus (Enchantment), Improved Initiative, Iron Will, Spell Focus (Enchantment)
    Environment: Any
    Organization: Solitary, Pair, or Bank Staff (5-10)
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: 13-24 HD (Medium)
    Level Adjustment: ---


    The Argentariusloth are mutant Arcanaloths in the Jester's realm who have retired to become bankers. They make a great deal of cash lending money and providing other services, along with murdering troublesome clients for their hoarded cash. The Argentariusloth will loan money to anyone, and if they cannot pay upon the agreed upon date the Argentariusloth turn them to gold and melt them down as payment of debt. If they aren't enough to recoup the loss, the bankers go after their friends and family as well. The Argentariusloth appear as purple skinned, wizened old men wearing clothing of the most expensive kinds.


    Spell-Like Abilities (Sp): At Will: Detect Metals and Minerals, Detect Thoughts, Fool's Gold, Guards and Wards, Invisibility (Self Only), Know Motivation, Spymaster's Coin, Summon Golem. 1/day: Force Chest, Magic Circle Against Good. Caster level 12th. The save DCs are Charisma-based.

    Spells: An Argentariusloth casts spells as a 12th Level Beguiler.

    Summon Yugoloth (Sp): Once per day an Argentariusloth can attempt to summon another Argentariusloth with a 40% chance of success. This ability is the equivalent of a 4th-level spell.

    Immunities (Ex): The Argentariusloth are immune to Acid, Petrification and Poison.

    Midas Touch (Su): At will the Argentariusloth can make a melee touch attack as a Standard Action. It's opponent must make a DC 19 Fortitude Save or be turned into a golden statue (this is identical to a Flesh to Stone spell other than the victim becoming gold). Melting down these statues and minting them into coin are how the Argentariusloth begin their fortunes and get rid of rivals.

    Combat: The Argentariusloth despise combat and believe it is for lesser minds. They usually employ constructs as guards, and back them up with arcane power.
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  7. - Top - End - #937
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    Haakapaizizi
    Colossal Giant (Shapechanger)
    Hit Dice: 30d8+300 (435 hp)
    Initiative: +4
    Speed: 120 ft. (12 squares)
    Armor Class: 35 (-8 Size, +33 Natural), touch 2, flat-footed 35
    Base Attack/Grapple: +20/+55
    Attack: Slam +31 melee (2d6+19, 19-20/x3)
    Full Attack: 2 Slams +31 melee (2d6+19, 19-20/x3)
    Space/Reach: 30 ft./30 ft.
    Special Attacks: Grasshopper Form, Size Control, Augmented Critical (Slam), Frightful Presence, Swallow Whole, Bad Omen
    Special Qualities: Low Light Vision, DR 20/-, Energy Resistance 20 (Acid, Cold, Electricity, Fire, Sonic), Fast Healing 5
    Saves: Fort +27, Ref +10, Will +10
    Abilities: Str 48, Dex 10, Con 30, Int 8, Wis 10, Cha 18
    Skills: Climb +22, Craft (Trapmaking) +2, Intimidate +7, Jump +22, Knowledge (Geography, Local, Nature) +2, Listen +3, Search +2, Spot +3, Survival +3
    Feats: Cleave, Devastating Critical (Slam), Great Cleave, Improved Critical (Slam), Improved Initiative, Improved Snatch, Multisnatch, Power Attack, Overwhelming Critical (Slam), Snatch, Weapon Focus (Slam)
    Environment: Warm Desert or Mountains
    Organization: Unique
    Challenge Rating: 18
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 31+ HD (Colossal)
    Level Adjustment: ---

    Better known as Haakapainzi, this predatory giant is known for haunting the Kawaiisu people of southern California. Seeing him in your dreams was one sign that you were being targeted by an evil Shaman known as the Pohagadi, and seeing him is universally considered a bad omen. He is described as a giant large enough to walk from "Inyokern to Onyx" in one step (i.e. just over 32 miles), and occasionally as a large locust. He is one of many anthropophagous giants in Native American lore, and despite his size he seems to prefer to attack children. He is apparently not incredibly bright, as in one story a woman substitutes a red hot stone for her child and he dies after swallowing it (actually he turns to stone, which may imply he can still be cured). Beyond changing his size or becoming a grasshopper he doesn't seem to have much in the way of powers. There are many variations on his story, including ones in which he carries the ever present basket for putting victims in, or is merely a predatory magical grasshopper.

    Grasshopper Form (Su): As a Free Action Haakapaizizi may assume the form of a Locust of larger than average size. I Can't find any stories saying the locust is bigger than a bear, so DM's may wish to limit his Grasshopper Form to Size Large or smaller. Haakapaizizi gains a +20 Racial Bonus to Jump Checks in this form, as well as a +4 Racial Bonus to Climb and Listen Checks. Instead of his Slams he uses a Primary Bite Attack doing 2d6 plus one and a half times Str Modifier (this is in large Size, reduce the damage one step per Size Category below Large). He also gains a Flight Speed equal to his Land Speed with Average Maneuverability.

    Size Control (Su): Haakapaizizi varies in size from an overgrown Locust to one of the worlds biggest Giants. His size varies a bit, so I'm assuming he can control it somewhat. In effect as a Swift Action once per round Haakapaizizi may change his Size to any Size Caegory from Diminutive to Colossal. He gains +2 Dex, -2 Str, -2 Natural AC Bonus per Size Category below Colossal. In addition for every 2 Size Categories below Colossal reduce his Land Speed by -10 ft. This is kind of suboptimal, but it let's him pretend to be human, and squeeze into smaller spaces than he would normally. His base Slam damage also decreases one step per Size Category below Colossal. If insufficient room is available for the desired growth, Haakapaizizi attains the maximum possible size and may make a Strength check (using his increased Strength) to burst any enclosures in the process. If he fails, he is constrained without harm by the materials enclosing him.

    Augmented Critical (Slam) (Ex): Haakapaizizi's Slam attack does x3 damage on a successful Critical.

    Frightful Presence (Ex): Haalapaiziz can inspire terror by charging or attacking. Affected creatures must succeed on a DC 29 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of him. The save DC is Charisma-based.

    Swallow Whole (Ex): Haakapaiziz can try to swallow a grabbed opponent two Size Categories smaller than itself by making a successful grapple check. Once inside, the opponent takes 2d8+10 points of crushing damage plus 2d8+8 points of acid damage per round from his digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to his digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Haakapaizizi’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures. This changes if he uses his Size Control.

    If Gargantuan his gullet does 2d6+9 crushing and 2d6+7 acid damage, and can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller creatures.

    If Huge his gullet does 2d4+8 crushing and 2d4+6 acid damage, and can hold 2 Medium, 8 Small, or 32 Tiny or smaller creatures.

    If Large his gullet does 1d6+7 crushing and 1d6+4 acid damage, and can hold 2 Small or 8 Tiny or smaller creatures.

    If Medium his gullet does 1d4+6 crushing and 1d4+4 acid damage, and can hold 2 Tiny or smaller creatures.

    He doesn't use this ability when Small or smaller.

    Bad Omen (Su): Anyone seeing Haakapaizizi acquires a -2 Penalty to all Saving Throws for 24 hours.

    Combat: Despite his enormous size Hakkapaizizi rarely seems interested in much beyond eating his favorite food: children. He could likely be bribed by offerings of them.
    Last edited by Bhu; 2014-02-24 at 11:55 PM.
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  8. - Top - End - #938
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    If I were DM, using this Haakapaizizi against a party, I'd definitely use the Grasshopper form. Better AC and more accurate, damaging attacks. I'd make sure to clarify whether or not his penalties and boosts from "Size Control" apply to his Grasshopper Form.

    Also, can I borrow your hillbillies for my Puchidol project? I was writing some fluff for Yayo when I realized it was very similar to Bert and Abner.

    If the answer is a yes, could you name off your hillbillies you can remember, and any defining personality traits?
    Last edited by CrazyYanmega; 2014-02-12 at 01:52 AM.
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  9. - Top - End - #939
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    Quote Originally Posted by CrazyYanmega View Post
    If I were DM, using this Haakapaizizi against a party, I'd definitely use the Grasshopper form. Better AC and more accurate, damaging attacks. I'd make sure to clarify whether or not his penalties and boosts from "Size Control" apply to his Grasshopper Form.

    Also, can I borrow your hillbillies for my Puchidol project? I was writing some fluff for Yayo when I realized it was very similar to Bert and Abner.

    If the answer is a yes, could you name off your hillbillies you can remember, and any defining personality traits?
    Size COntrol does apply yes.

    Bert and Abner have had the occasional family member mentioned but Id have to go back and look them up.
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  10. - Top - End - #940
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    Thank you. If you ever get the time, send it to me by PM, please!

    And in thanks for this, allow me to direct you to a new critter source: Wayne Douglas Barlowe's Expedition. Check it out at your local library, and if they don't have it, you should be able to get it via Interlibrary Loan. All sorts of fantastic creatures, from the mighty Skewers, to the bizzare Flipsticks, and the deadly Forest Gulper.

    Here is a sampling of some of the creatures to pique your interest and whet your mind:

    Spoiler
    Show





    Last edited by CrazyYanmega; 2014-02-14 at 03:34 AM.
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  11. - Top - End - #941
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    I own a copy

    http://www.minmaxboards.com/index.php?topic=782.0 I have slooowly been collating the family as PrCs for a redneck campaign there. SOme nsfw language. I really need to get back to it too.
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  12. - Top - End - #942
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    First things first: I read through the whole two threads, and was enjoying it the whole time. Seriously Bhu, you are amazing.

    Anyway, would you mind if I added my stattings out of beagles and Dire beagles? They sorta fit into the whole "dire random things" of this thread.
    Last edited by OblivionBlade; 2014-02-20 at 06:29 PM.
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  13. - Top - End - #943
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    Sure go ahead!!

    Sorry for the delay in reply I've been busy offline.


    http://www.puyalluptribalnews.net/ne...ns-or-tsiatko/

    http://www.native-languages.org/more...ck-indians.htm

    http://www.native-languages.org/morelegends/seatco.htm

    Tsiatko
    Large Giant
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +2
    Speed: 50 ft. (10 squares)
    Armor Class: 13 (-1 Size, +2 Dex, +2 Natural), touch 11, flat-footed 11
    Base Attack/Grapple: +4/+10
    Attack: Spear +5 melee (2d6+3) or Longbow +5 ranged (2d6/x3)
    Full Attack: Spear +5 melee (2d6+3) or Longbow +5 ranged (2d6/x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Corpse Powder, Whistling
    Special Qualities: Low Light Vision, Slight Build
    Saves: Fort +7, Ref +4, Will +3
    Abilities: Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 12
    Skills: Hide +4, Listen +3, Move Silently +3, Spot +3, Survival +3
    Feats: Endurance, Run, Track
    Environment: Temperate Forests
    Organization: Solitary, Pair, Hunting Part (3-6), or Village (10-100 plus 100% noncombatants plus 1 3rd-level subchief per 20 adults and 1 leader of 4th-6th level)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually Neutral or Neutral Evil
    Advancement: By Character Class
    Level Adjustment: +2

    There are several interpretations of the Tsiatko, who are also called Stick Indians. There are also quite a few different creatures called Stick Indians, but I will be going with the Puyallup version. The Tsiatko are unnaturally tall and thin humanoids who communicate via a strange, bloodcurling whistling. They live in the forests and can often be seen walking them at night, especially in the fall. Pranksters to a fault, the Tsiatko enjoy putting men to sleep to steal from them or commit minor acts of vandalism. However, they have a darker side and are known to carry off and enslave women and children. They also reduce human corpses into a magical powder...

    While they enjoy frustrating others, it is best never to harm or offend the Tsiatko as their anger is legendary, and they will go the end of the earth to murder for a single insult. The Tsiatko do not travel by water, but it is unknown if this is simply because they do not know how to make canoes or if it is some sort of prohibition. Given the proliferation of native water monsters it may just be common sense on their part.

    Corpse Powder (Su): The Tsiatko have perfected some supernatural process by which they can render a humans corpse into a fine powder. A child makes one does, and a full grown adult makes 2. When in melee the Tsiatko can throw this powder into the face of a living opponent as a Standard Action. The opponent must make a DC 15 Willpower Saving Throw or be Paralyzed for 1 Minute. The Tsiatko themselves seem to be immune to this powder.

    Whistling (Su): A Tsiatko can emit a frightful whistle as a standard action. All living creatures within a 30-foot spread must succeed on a DC 14 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the whistle cannot be affected by the same Tsiatko's whistle for 24 hours. Save DC is Charisma based.

    Slight Build (Ex): The physical stature of the Tsiatko lets them function in many ways as if they were one size category smaller. Whenever a Tsiatko is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Tsiatko is treated as one size smaller if doing so is advantageous to the character. A Tsiatko is also considered to be one size smaller when "squeezing" through a restrictive space. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category. They do not take a Size Penalty to AC and attack rolls.

    Combat: The Tsiako hide while using their peculiar whistles to incite terror. When potential fleeing targets pass by them, corpse powder is used to immobilize them so they can be taken captive. The powder is also used to nullify guards to get into human villages. If the Tsiako are out for revenge, subtlety is dispensed with. They attack unceasingly and without mercy.
    Last edited by Bhu; 2014-02-24 at 11:55 PM.
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  14. - Top - End - #944
    Pixie in the Playground
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    Beagle
    Tiny Animal
    Hit Dice: 1d6 (4 hp)
    Initiative: +6
    Speed: 40 ft. (8 squares) Burrow ¼ ft.
    Armor Class: 12 (+2 Size, +0 Dex), touch 12, flat-footed 10
    Base Attack/Grapple: +1/-3
    Attack: Claw +6 melee (1d2-2 Nonlethal damage) or Bite +1 melee (1d4-2)
    Full Attack: 2 Claw + 1 Bite
    Space/Reach: 2 1/2 ft./2 1/2 ft.
    Special Attacks: Cacophonic Bay
    Special Qualities: Scent, Ravenous, Pack Mentality
    Saves: Fort +2, Ref +1, Will +1
    Abilities: Str 6, Dex 10, Con 10, Int 2, Wis 6, Cha 10
    Skills: Hide +4, Move silently + 4, Swim +4, Jump +2
    Feats: Endurance, Track
    Environment: Any (Domestic) Forest (Wild)
    Organization: Solitary, Pair or Pack (12-36)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Neutral
    Advancement: ---
    Level Adjustment: ---

    "Abner... I'm glad we ain't rabbits.”


    Beagles are common hunting dog used for hunting rabbit. They are small and generally unable to kill prey larger than themselves, but generally harry the prey enough to allow hunters to land the killing blow. If picked on by something much more large than them, they will run away unless in a large enough group.

    Cacophonic Bay (Ex):
    Once per round, a beagle may bay(howl) at a creature within 5’. This creature must make a dc 10 will save (Save is charisma based) or be shaken and automatically fail hide checks until the end of the encounter. If the creature is within 2’ of the beagle, it also receives 1d6-4 sonic damage. Beagles and Dire beagles, and all deaf creatures are immune to this ability.

    Pack Mentality (Ex):
    Beagles are natural pack animals, and feel more at home when near dozens of their brethren. Beagles receive +1 to all saves, and +2 to hit for every 10 other beagles within 20’ of them.

    Ravenous (Ex): Beagles constantly act like they are starving, even when they are not. Upon downing an enemy, beagles will immediately sniff about the foe searching for food. If the foe had any food item within its inventory, it is immediately consumed by the beagle. Thrown food will cause the beagle to immediately forget about you until it consumes said food. The willingness to eat anything grants the beagle an inherent +4 to saves against ingested poisons.

    Combat: Beagles are not exceptional fighters, they mostly chase their prey. Due to how fast they are, few creatures are able to outrun a beagle. Upon catching its prey, they open up with Cacophonic bay, and then proceed to all attack it en masse.


    Dire Beagle
    Small Animal
    Hit Dice: 5d10 (43 hp)
    Initiative: +12
    Speed: 50 ft. (10 squares) Burrow 1 ft.
    Armor Class: 25 (+1 Size, +3 Dex), touch 25, flat-footed 23
    Base Attack/Grapple: +4/+2
    Attack: Scratch +8 melee (1d3+3) or Bite +3 melee (1d6+3)
    Full Attack: 2 Scratch + 1 Bite
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Cacophonic Bay
    Special Qualities: Scent, Ravenous, Pack Mentality, Unyielding Tracker
    Saves: Fort +10, Ref +5, Will +5
    Abilities: Str 16, Dex 14, Con 14, Int 2, Wis 8, Cha 12
    Skills: Hide +8, Move silently + 8, Swim +8, Jump +6
    Feats: Endurance, Track
    Environment: Forest (Wild)
    Organization: Solitary, Pair or Pack (12-36)
    Challenge Rating: 6 (14 for pack)
    Treasure: None
    Alignment: Neutral
    Advancement: ---
    Level Adjustment: ---

    "We lost them 4 times, climbed a tree, swam across a river, and yer tellin' me they’re STILL chasing us?”

    “Just like my last Ex.”


    Dire Beagles are similar to their smaller cousins. Major differences include the fact that dire beagles will track you to the ends of the earth, are much stronger, and are almost impossible to domesticate. They seem to have adapted their bay to a sonic weapon, and still travel in packs. They have been known to systematically attack cattle without attracting farmer’s attentions.

    Improved Cacophonic Bay (Ex): Once per round, a dire beagle may bay(howl) at a creature within 10’. This creature must make a dc 15 will save (Save is charisma based) or be feared and automatically fail hide checks until the end of the encounter. If the creature is within 5’ of the beagle, it also receives 2d6 sonic damage. Dire beagles, and all deaf creatures are immune to this ability.

    Pack Mentality (Ex): Beagles are natural pack animals, and feel more at home when near dozens of their brethren. Beagles receive +1 to all saves, and +2 to hit for every 10 other beagles within 20’ of them.

    Ravenous (Ex): Beagles constantly act like they are starving, even when they are not. Upon downing an enemy, beagles will immediately sniff about the foe searching for food. If the foe had any food item within its inventory, it is immediately consumed by the beagle. Thrown food will cause the beagle to immediately forget about you until it consumes said food. The willingness to eat anything grants the beagle an inherent +4 to saves against ingested poisons.

    Unyielding Tracker (Ex): Dire Beagles never lose their quarry. Ever. Once a Dire beagle has your scent, they will chase you until they drop over from exhaustion. If their prey plane shifts away, there is a 20% chance of the entire group appearing in the plane 1d4 rounds later. Dire beagles make scent checks to find their prey even if the scent is washed off, the prey changes shape, or they begin dropping from their wounds. Once a Dire beagle begins chasing prey, it begins keeping track of time. After 8 hours of continuous tracking pass, the Dire beagle must immediately drop over from exhuastion. Once a Dire Beagle drops over from exhaustion, they forget about their prey. If no other beagles are chasing when they awake, they will begin the journey back to their den. This journey is at most 2 hours long: If in an area physically impossible to return home from it takes 3 hours instead. Note that if other beagles are still chasing you when they begin waking up, they can and will rejoin the hunt.

    Combat: Dire beagles are nasty little blighters. They do not care about how far their prey gets, they will still chase it. If you climb a tree to escape them, you better be willing to set up a camp up there, for they’re going to sit there till they all pass out. You better hope they all pass out together, or when they wake up they’ll rejoin the hunt. Dire beagles will open up with Improved Cacophonic Bay, and use it whenever possible. They will then jump all over you and eat you.
    Last edited by OblivionBlade; 2014-02-25 at 04:13 PM.
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  15. - Top - End - #945
    Troll in the Playground
     
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    Default Re: Critters II!

    Love the beagles but a lot of those numbers are off. BAB for Animals is like cleric's BAB so it should be +4 for dire beagle. Dig is not a speed. Dire beagle's space/reach are both 5 ft; beagle's tiny space is 2 and 1/2 feet. Scratch isn't a standard attack, should be claw and bite is secondary so it takes a -5 to hit penalty. Scent is a Special Ability not a feat.

    Debby
    Last edited by Debihuman; 2014-02-24 at 06:40 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
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  16. - Top - End - #946
    Pixie in the Playground
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    Default Re: Critters II!

    Thank you for your imput, i've never made a creature before.

    (Mostly I had an idea how to from reading bhu's fountain of knowledge over here)

    RELEASE THE HOUNDS!

    (Edit: whoops, beagles are for hunting rabbit.)
    Last edited by OblivionBlade; 2014-02-25 at 11:46 AM.
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  17. - Top - End - #947
    Firbolg in the Playground
     
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    You were spot on with Bert and Abner.
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  18. - Top - End - #948
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    Hero Shrew
    Diminutive Magical Beast
    Hit Dice: 1d10+1 (6 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares), Climb 20 ft., Fly 30 ft. (Perfect)
    Armor Class: 22 (+4 Size, +4 Dex, +4 Natural), touch 18, flat-footed 18
    Base Attack/Grapple: +1/+1
    Attack: Bite +9 melee (1d3) or Ray +9 melee (2d4)
    Full Attack: Bite +9 melee (1d3) or Ray +9 melee (2d4)
    Space/Reach: 1 ft./0 ft.
    Special Attacks: Ray Vision
    Special Qualities: Darkvision 60 ft., DR 5/-, Immune to Fear, Superhero
    Saves: Fort +3, Ref +6, Will +1
    Abilities: Str 10, Dex 18, Con 12, Int 6, Wis 12, Cha 8
    Skills: Balance +12, Climb +12, Hide +12, Listen +3, Move Silently +8, Spot +3, Swim +8
    Feats: Weapon Finesse
    Environment: Warm Forests
    Organization: Solitary or Justice League (5-10)
    Challenge Rating: 1
    Treasure: None
    Alignment: Usually Chaotic Good
    Advancement: 2 HD (Tiny)
    Level Adjustment: ---

    Hero Shrews appear as particularly bulky Shrews wearing tiny little capes. Believing themselves the protectors of the innocent and the saviors of the world leads them to fight evil at every opportunity. Unfortunately given the Shrews slightly subpar intellect those opportunities come more often than strictly necessary due to little misunderstandings.

    Ray Vision (Su): Once every 1d4 rounds the Hero Shrew unleashes an energy ray (choose Cold, Electricity, Fire, Force, or Sonic damage). This is a ranged touch attack with a range of 30 feet.

    Superhero (Ex): Hero Shrews take no Size Penalties to opposed Combat Checks.

    Skills: Shrews have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A Shrew can always choose to take 10 on Climb checks, even if rushed or threatened. A Shrew uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A Shrew has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Combat: Hero Shrews pretty much fight like comic book superheroes: loud, up close, and with lots of collateral damage.
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  19. - Top - End - #949
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    http://www.mythicalcreatureslist.com...acinga+-+Giant

    Indacinga
    Colossal Giant
    Hit Dice: 50d8+550 (775)
    Initiative: -1
    Speed: 40 ft. (8 squares)
    Armor Class: 50 (-8 Size, -1 Dex, +49 Natural), touch 1, flat-footed 50
    Base Attack/Grapple: +37/+83
    Attack: Slam +60 melee (2d6+30/19-20) or Greatclub +60 melee (8d8+45/19-20)
    Full Attack: 2 Slams +60 melee (2d6+30/19-20) or Greatclub +60/+55/+50/+45 melee (8d8+45/19-20)
    Space/Reach: 30 ft./30 ft.
    Special Attacks: Oversized Weapon, Trample (4d8+45), Uproot, Frightful Presence, Swat
    Special Qualities: Low Light Vision, DR 20/-, Energy Resistance 20 (Acid, Cold, Electricity, Fire, Sonic), Fast Healing 5
    Saves: Fort +44, Ref +15, Will +18
    Abilities: Str 70, Dex 8, Con 32, Int 8, Wis 11, Cha 11
    Skills: Climb +40, Knowledge (Nature) +9, Listen +11, Spot +11, Survival +11
    Feats: Awesome Blow, Cleave, Devastating Critical (Greatclub), Epic Fortitude, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Greatclub, Slam), Improved Sunder, Iron Will, Overwhelming Critical (Greatclub, Slam), Power Attack, Stamp, Weapon Focus (Greatclub, Slam)
    Environment: Temperate Forests
    Organization: Solitary, Pair, Hunting Party (6-9) or Village (21-30 plus 35% non-combatants)
    Challenge Rating: 20
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: ---

    The Indacinga are forest dwelling Giants strong enough to pull up trees and houses. Big Owl is also known as Indacinga but I have him detailed elsewhere. The giants are known by several names among various tribes, and as usual it is implied they eat humans. They are also used as bogeys to frighten unruly children. They are said to mimic the hooting of owls perfectly.

    Oversized Weapon (Ex): An Indacinga wields a great, two-handed club (big enough for creatures above Colossal Size if there were such a Category) without penalty.

    Trample (Ex): Reflex Save DC 65 for half damage, Save DC is Str based.

    Uproot (Ex): If necessary the Indacinga can uproot a tree as a Full Round Action. It must make a Str Check whose DC depends on the size of the tree: 20 for Medium, 25 for Large, 30 for Huge, 35 for Gargantuan, 40 for Colossal, 45 for Colossal +. They may wield these trees as clubs, wih damage varying based on size: Medium is 2d6 plus Str (one handed), Large is 3d6 plus Str (one handed), Huge is 4d6 plus Str (one handed), Gargantuan is 6d6 plus Str (one handed), Colossal is 8d6 plus 1 1/2 times Str modifier (two handed) and Colossal + is 8d8 plus 1 1/2 times Str modifier (two handed). They may also throw theses trees, with a Range Increment of 60'.

    Frightful Presence (Ex): Whenever the Indacinga attacks or charges all opponents within 120' whose HD are less than his (i.e. 49 or less for the average Indacinga) must make a DC 45 Willpower Save (Save DC is Charisma based with a +10 Bonus) or be Shaken for the duration of the encounter. If he opponent has 4 Hit Dice or less it is Panicked 5d6 rounds instead. A successful Save means the opponent is immune to this Indacinga's Frightful Presence for 24 hours.

    Swat (Ex): If the Indacinga hits a flying creature it's opponent must make a DC 65 Fortitude Save (Save DC is Str based) or fall from the sky taking appropriate falling damage (see DMG).

    Combat: The Indacinga aren't tactical masters. If they have a club they beat you with it first thing. If not they stomp on you, or pull a tree from the ground and use it as a club.
    Last edited by Bhu; 2014-03-31 at 08:37 PM.
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  20. - Top - End - #950
    Firbolg in the Playground
     
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    http://www.mythicalcreatureslist.com...e/Fsti+Capcaki

    http://cryptidz.wikia.com/wiki/Fsti_Capcaki



    Fsti Capcaki
    Large Giant
    Hit Dice: 12d8+72 (126 hp)
    Initiative: -1
    Speed: 40 ft. (8 squares)
    Armor Class: 20 (-1 Size, -1 Dex, +12 Natural), touch 8, flat-footed 20
    Base Attack/Grapple: +9/+23
    Attack: Slam +18 melee (1d4+10) or Greatclub +18 melee (2d6+15)
    Full Attack: 2 Slams +18 melee (1d4+10) or Greatclub +18/+13 melee (2d6+15)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Improvised Clubs
    Special Qualities: Low Light Vision, DR 5/-
    Saves: Fort +14, Ref +3, Will +6
    Abilities: Str 30, Dex 9, Con 22, Int 6, Wis 14, Cha 11
    Skills: Climb +10, Jump +10, Listen +7, Spot +7, Swim +10, Survival +7
    Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Power Attack
    Environment: Temperate Forests
    Organization: Solitary (maybe Unique)
    Challenge Rating: 7
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: 13-18 HD (Large), 19-36 HD (Huge)
    Level Adjustment: ---

    Fsti Capcaki is a grey, hairy giant that haunts the Seminole peoples of Florida. He is said to smell like a muddy river and is also known as the Tall Man. Horrifically strong, he makes the clubs he uses to kill men by ripping branches from trees. Dead trees denuded of limbs are therefore a tell tale sign of his presence.

    Improvised Clubs (Ex): If Fsti Capcaki finds himself unarmed he may 'make' a Club or Greatclub by either ripping branches from a tree or uprooting the tree itself. If necessary he can uproot a tree as a Full Round Action. He must make a Str Check whose DC depends on the size of the tree: 20 for Small, 25 for Medium, or 30 for Large. He may wield these trees as clubs, with damage varying based on size: Small is 1d8 plus Str (one handed), Medium is 1d10 plus 1 1/2 times Str (two handed), and Large is 2d6 plus 1 1/2 times Str (two handed). Optionally as a Standard Action he may rip off a large branch doing either 1d6 or 1d8 plus Str (one handed) as a Standard Action. He may also throw theses clubs, with a Range Increment of 20'.

    Stench (Ex): Living creatures within 10 feet must succeed on a DC 22 Fortitude save or be sickened for 1d6 rounds. A creature that successfully saves cannot be affected again by Fsti Capcaki's stench for 24 hours. A Delay Poison or Neutralize Poison spell removes the effect from a Sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution based.

    Combat: Fsti Capcaki generally pursues anything he sees and clubs it to death in what can be described as an omnicidal fury.
    Last edited by Bhu; 2014-06-28 at 04:08 PM.
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  21. - Top - End - #951
    Firbolg in the Playground
     
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    Vampire Bait

    Vampire Bait is an Acquired Template that can be applied to any creature with Levels in Cleric or Paladin. Essentially you have been Cursed by some fairly powerful entity, and as a result a Vampire of some sort has fallen in love with you. However, you have not necessarily fallen for them as well. So they spend their time pining for you, kidnapping people close to you to convince you to submit to their love (hey, they're still Evil after all), and all around embarrassing you in front of the other assorted clergy (and possibly your Gawd). Eventually you will succumb to their wiles, replacing this Template with one of the Vampire Templates, or it will all go to crap. Or you may get cured and part ways as friends or enemies. Hereafter in the Template the Vampire smitten with you is referred to as your 'Paramour'. Your Paramour is genuinely in love with you and will no allow you to come to harm (though they may occasionally knock you out to kidnap you or Dominate you into going on dates with them). Curing you usually requires some sort of Epic Quest to appease whatever cursed you in the first place, and your Paramour will fight this process all the way doing whatever they can to hinder you without hurting you. Notice the emphasis on the word 'you'. The rest of the party they could often care less about initially, but they will possibly pay lip service to your Gawd to convince you they aren't all bad.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Unchanged.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the Base Creature with the following changes and additions:

    Turn/Rebuke Undead: Your Ability to do this no longer affects your Paramour. As a sop to your ego however, your pent up rage at this gives you a +2 Bonus on all Turn Checks made against other Undead.

    Healing Any Healing abilities you have (such as Lay on Hands or spells) will still heal your Paramour regardless of his/her Undead state. Spells you cast that would normally damage or incapacitate Undead do not otherwise affect them. However all spells you cast against other Undead are cast at +2 Caster Level.

    Special Qualities: Retains all Special Qualities of the Base Creature and gains the following:

    Odd Man Out (Ex): You have a -4 Penalty on Diplomacy Checks against other religious types (Paladins, Clerics, etc) who consider you some sort of backstabber or hypocrite, and against intelligent undead (who think you might be a pervert).

    Saves: Unchanged.

    Abilities: Unchanged.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +0

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: +0
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  22. - Top - End - #952
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    Eye of Flame
    Large Aberration
    Hit Dice: 8d8+16 (52 hp)
    Initiative: +6
    Speed: 5 ft. (1 square), Fly 30 ft. (Average)
    Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19
    Base Attack/Grapple: +6/+10
    Attack: Eye Rays +7 Ranged Touch and Bite +0 melee (1d8)
    Full Attack: Eye Rays +7 Ranged Touch and Bite +0 melee (1d8)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Eye Rays, Central Eye, Explosion
    Special Qualities: Flight, All-Around Vision, Darkvision 60 ft.
    Saves: Fort +4, Ref +4, Will +9
    Abilities: Str 10, Dex 14, Con 14, Int 13, Wis 13, Cha 15
    Skills: Hide +3, Knowledge (Arcana) +7, Listen +7, Search +10, Spot +10, Survival +7
    Feats: Flyby Attack, Improved Initiative, Iron Will
    Environment: Cold Hills
    Organization: Solitary, Pair or Cluster (3-6)
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Usually Lawful Evil
    Advancement: 9-16 HD (Medium), 17-24 HD (Large)
    Level Adjustment: ---

    Eyes of Flame are Beholder-kin engineered to be living artillery, and are unusually cooperative. Unlike most Beholders they can work in groups, and aren't egotistical enough to bristle at being given commands by superiors. Besides their eye rays they can be told apart from other Beholders by their dark red-brown chitinous armor and slit pupil.

    Eye Rays (Su): Each of an Eye of Flames Eye Rays resembles a spell cast by a 10th level Caster. Each Eye Ray has a Range of 150 feet, and a Save DC of 16. Save is Charisma Based. The rays follow the rules for spell rays (see Aiming A Spell, page 175 of PHB). The Rays include:

    Fear: The target of this ray must make a Willpower Save or be affected as if by a Fear spell.

    Telekinesis: This eye ray can move objects or creature of up to 325 pounds as though it were a Telekinesis spell unless the target makes a successful Willpower Save.

    Fire: The target of this ray must make a Willpower Save or be affected as if by a Blast of Flame spell. 8 of the Eye of Flames eye rays are Fire rays.

    Central Eye (Su): The Eye of Flames central eye emits a 150 ft. cone of magical energy that renders opponents within it's area of effect vulnerable to fire based attacks if they fail a DC 16 Willpower Save (Save DC is Charisma based). Opponents who fail their Saving Throw take double damage from Fire attacks, and automatically catches fire if exposed to flame (see DMG).

    Explosion (Su): When killed the Eye of Flame explodes in a fiery inferno doing 10d6 Fire damage in a 15 ft. area (potential victims can make a DC 16 Reflex Save for half damage, Save DC is Charisma based).

    Flight (Ex): A Beholders body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

    All-Around Vision (Ex): The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

    Combat: Eyes of Flame usually close in so opponents will be within the area of effect with their central eye before blasting away with their fire rays. Fear and Telekinesis are used to distract opponents if there are multiple foes.
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  23. - Top - End - #953
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    Quote Originally Posted by Bhu View Post
    I still need to finish the Birraloth. Are there any drinking rules beyond the Arms and Equipment Guide and Cityscape??

    Were Porcupine

    Were Wombat is an Acquired or Inherited template that can be added to any Small humanoid. In this case the smaller Humanoid races that are less kind than Gnomes and Halflings. Or that are more paranoid. They are often used as sentries at temples of the Lycanthrope Goddess.

    Size and Type: Size and Type doesn’t change, but it does gain the Shapechanger subtype.

    Hit Dice: Unchanged.

    Speed: Land speed is unchanged, it gains a Climb Speed of 15' in Hybrid and Porcupine Forms.

    Armor Class: Gains +2 Natural Bonus in Humanoid Form, +4 in Hybrid and Porcupine Forms.

    Attacks: Use the humanoids BAB for all 3 forms.

    Damage: Same as base creature in Humanoid form, same as Porcupine in Porcupine and Hybrid Forms (Porcupines have 2 claw attacks doing 1d3 damage plus Strength bonus, and 1 Bite doing 1d3 + 1/2 Strength bonus).

    Special Attacks: Hybrid and Porcupine Forms gain Cursed Bite:

    Cursed Bite: Identical to the ability listed under Lycanthropes in the Monster Manual, except it only works on Humanoids of the appropriate Size.

    Special Qualities: All 3 forms possess Alternate Form, Porcupine Empathy, and Damage Reduction 5/Silver (DR 10/Silver in Hybrid and Porcupine Forms). Hybrid and Porcupine Forms also get Quills, and Scent.

    Quills (Ex): Instead of it's normal attacks the Porcupine may whack it's opponent with it's body, potentially impaling it with quills as a Standard Action. Opponents who attack it also risk harming themselves if they attack it with a Grapple, Natural Weapon or Unarmed Strike (they must make a Reflex Save to not be quilled, Save DC is 10 plus 1/2 Hit Dice plus opponents Str Modifier. Minimum of +1 if opponent has a low Str). As an attack the quills do 1d6 plus your Str Modifier, if your opponent was quilled because he was foolish enough to attack you bare-handed it does 1d6 plus his Str modifier. Once quilled an opponent takes a -1 Circumstance Penalty to attack rolls, Saving Throws, and Skill Checks until the quills are removed. This penalty increases by 1 each time he is successfully quilled again with no theoretical upper limit. In addition he takes an additional 1d2 damage per Minute until the quills are removed. There are two ways to remove quills: A Str or Heal Check (DC is 10 plus 1/2 your HD plus your Constitution Modifier). One successful Check is necessary to reduce the Penalty by -1, and once it reaches 0 all the quills are removed. The victim takes 1d4 damage per Str Check, whether it is successful or not. He only takes damage on a Heal Check if it is unsuccessful.

    Alternate Form: Identical to the Alternate Form ability listed in the Monster Manual for Lycanthropes.

    Porcupine Empathy: Can communicate with Porcupine and has a +4 Racial bonus on Charisma based checks to influence them (which it can do despite their being Mindless).

    Saves: Must be recalculated in Hybrid and Wombat forms due to stat changes, and gains a +2 Racial Bonus to Fort and Will Saves.

    Abilities: +2 Wis. +2 Str and +2 Con in Hybrd and Porcupine Forms.

    Skills: Were Porcupines gain a +4 Racial Bonus to Listen Checks, and a +8 Racial Bonus on Climb Checks. They may always Take 10 on a Climb Check.

    Feats: Improved Initiative, Iron Will

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +2

    Treasure: Unchanged, usually Standard.

    Alignment: Usually Neutral

    Advancement: By Character Class.

    Level Adjustment: +2 Afflicted (+3 Natural)

    I see a lot of Were Wombat's in the Were Porcupine entry.... Copypasta error?
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  24. - Top - End - #954
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    ARGGH!!

    I shall fix
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  25. - Top - End - #955
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    http://www.mythicalcreatureslist.com...eature/Matlose

    http://www.angelfire.com/wa/SURREAL/...he_Matlose.doc

    Matlose
    Medium Outsider (Native, Evil)
    Hit Dice: 7d8+35 (66 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares)
    Armor Class: 17 (+1 Dex, +6 Natural), touch 11, flat-footed 15
    Base Attack/Grapple: +7/+12
    Attack: Claw +12 melee (1d6+5/18-20)
    Full Attack: 2 Claws +12 melee (1d6+5/18-20) and 1 Bite +7 melee (1d6+2/18-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Paralyzing Roar, Razor Sharpness
    Special Qualities: Darkvision 60 ft.,
    Saves: Fort +10, Ref +6, Will +7
    Abilities: Str 21, Dex 12, Con 20, Int 13, Wis 14, Cha 16
    Skills: Climb +15, Hide +15, Listen +14, Move Silently +15, Search +13, Spot +13, Survival +13, Swim +15
    Feats: Ability Focus (Paralyzing Roar), Improved Initiative, Stealthy
    Environment: Temperate Forests
    Organization: Unique
    Challenge Rating: 5
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: 8+ HD (Medium)
    Level Adjustment: ---

    The Matlose is an evil spirit that haunts the Salish Indians. Roughly human in appearance, he has the claws and teeth of a bear and is covered in thick, black bristles. It stalks men until it is close enough to use it's blood-curdling howl to paralyze and devour them. Which it will do in all haste if possible, not even waiting for the victim to die. It's claws and teeth are extraordinarily sharp and can render a man in seconds.

    Paralyzing Roar (Su): As a Standard Action the Matlose can unleash a terrifying howl, requiring all living beings within 30' to make a DC 18 Willpower Save (Save DC is Charisma based). If the Save is failed the victim(s) are knocked Prone and Paralyzed for 1d4+1 rounds. This is a Sonic, Mind-Affecting Fear Effect. If the Save is successful the victim is immune to Matloses Roar for 24 hours.

    Razor Sharpness (Ex): Matloses claws and teeth threaten a Critical Hit on a Natural 18-20.

    Combat: Matlose generally waits until parties separate, and then takes on the loners by howling and quickly tearing them to bits.

    Notes: If using Spirit Shamans in your campaign, Matlose should most likely qualify as a Spirit for purposes of their powers.
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  26. - Top - End - #956
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    http://www.mythicalcreatureslist.com...creature/Paija


    Paija
    Huge Outsider (Native, Evil)
    Hit Dice: 12d8+120 (174 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 27 (-2 Size, +19 Natural), touch 8, flat-footed 27
    Base Attack/Grapple: +12/+30
    Attack: Claw +20 melee (1d8+10)
    Full Attack: 2 Claws +20 melee (1d8+10) and 1 Bite +15 melee (2d8+5)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Deadly Gaze
    Special Qualities: Darkvision 60 ft., Immunity to Cold, DR 10/Magic, Wintery Nature, SR 21
    Saves: Fort +18, Ref +8, Will +11
    Abilities: Str 30, Dex 10, Con 30, Int 16, Wis 16, Cha 20
    Skills: Climb +25, Hide +7, Knowledge (Arcana, Nature, Religion) +18, Listen +18, Move Silently +15, Search +18, Spot +18, Survival +18, Swim +25
    Feats: Improved Snatch, Irresistible Gaze, Piercing Gaze, Snatch, Track
    Environment: Cold Forests
    Organization: Unique
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: 13+ HD (Huge)
    Level Adjustment: ---

    Paija is a terrifying cannibal spirit who hunts the Inuit during winter nights, particularly in horrible blizzards and storms which make it easier to conceal her presence. She appears as a demonic old crone covered in hair, with one leg emerging from her private parts (the Inuit have some pretty messed up monsters).

    Deadly Gaze (Su): Turn to Stone permanently, 60 ft., DC 23 Saving Throw negates. Save DC is Charisma based.

    Wintery Nature (Ex): Paija takes no penalties to Spot and Search Checks from rain, snow, sleet or fog. She is also immune to movement penalties due to ice and snow.

    Combat: Paija will wait for the most opportune moment to ambush hunters caught astray by wintery weather. She is an ambush predator who is surprisingly canny for a giantess.

    Notes: If using the Spirit Shaman in your campaigns, Paija will most likely count as a spirit.
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  27. - Top - End - #957
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    Thumbs up Re: Critters II!

    Hey guys!

    I've compiled the first monster thread into a PDF. It's got a table of contents, and an index in alphabetical order.

    Since it was generated mostly by script there's a few glitches here and there, but I figured it may help some people who want to use material from the first thread.
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  28. - Top - End - #958
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    There will be a link to the pdf on the front page of the thread now as well, and much thanks to TSGames for his efforts!
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  29. - Top - End - #959
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    Eye of Frost
    Large Aberration
    Hit Dice: 8d8+24 (60 hp)
    Initiative: +6
    Speed: 5 ft. (1 square), Fly 20 ft. (Average)
    Armor Class: 22 (-1 Size, +3 Dex, +10 Natural), touch 12, flat-footed 19
    Base Attack/Grapple: +6/+11
    Attack: Eye Rays +8 Ranged Touch and Bite +1 melee (1d8)
    Full Attack: Eye Rays +8 Ranged Touch and Bite +1 melee (1d8)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Eye Rays, Central Eye
    Special Qualities: Flight, All-Around Vision, Darkvision 60 ft., Ice Armor
    Saves: Fort +5, Ref +5, Will +9
    Abilities: Str 12, Dex 16, Con 16, Int 11, Wis 12, Cha 15
    Skills: Hide +2, Knowledge (Arcana) +4, Listen +4, Search +8, Spot +8, Survival +8
    Feats: Flyby Attack, Improved Initiative, Iron Will
    Environment: Cold Hills and Mountains
    Organization: Solitary, Pair or Cluster (3-6)
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Usually Lawful Evil
    Advancement: 9-16 HD (Medium), 17-24 HD (Large)
    Level Adjustment: ---

    The Eyes of Frost are pale white Beholderkin known for their solitary natures and extreme cruelty. They will work as mercenaries, but only for employers that let them indulge their sadistic urges.

    Eye Rays (Su): Each of an Eye of Frosts Eye Rays resembles a spell cast by a 10th level Caster. Each Eye Ray has a Range of 150 feet, and a Save DC of 16. Save is Charisma Based. The rays follow the rules for spell rays (see Aiming A Spell, page 175 of PHB). The Rays include:

    Frost: The target of this ray must make a Willpower Save or be affected as if by an Ice Blast spell. 5 of the Eye of Frosts eye rays are Frost rays.

    Telekinesis: This eye ray can move objects or creature of up to 325 pounds as though it were a Telekinesis spell unless the target makes a successful Willpower Save.

    Ice: The target of this ray must make a Willpower Save or be affected as if by a Freeze spell. 4 of the Eye of Frosts eye rays are Ice rays.

    Central Eye (Su): The Eye of Frosts central eye emits a 150 ft. cone of magical energy that renders opponents within it's area of effect vulnerable if they fail a DC 16 Willpower Save (Save DC is Charisma based). Opponents who fail their Saving Throw take 1 point of temporary Str damage per round so long as they stay within this area and continue to fail a Save each round. If an opponent who has taken Str damage from this effect also takes cold damage they are Paralyzed for 1 round.

    Flight (Ex): A Beholders body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

    All-Around Vision (Ex): The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

    Combat: The Eye of Frost uses it's Ice ray to immobilize melee opponents, and Telekinesis to reel opponents into the area of effect of it's central eye.
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  30. - Top - End - #960
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    Eye of Chaos
    Large Aberration
    Hit Dice: 10d8+60 (105 hp)
    Initiative: +8
    Speed: 5 ft. (1 square), Fly 40 ft. (Average)
    Armor Class: 33 (-1 Size, +4 Dex, +20 Natural), touch 13, flat-footed 29
    Base Attack/Grapple: +7/+12
    Attack: Eye Rays +10 Ranged Touch and Bite +2 melee (1d8)
    Full Attack: Eye Rays +10 Ranged Touch and Bite +2 melee (1d8)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Eye Rays, Central Eye, Ripple of Chaos
    Special Qualities: Flight, All-Around Vision, Darkvision 60 ft.
    Saves: Fort +11, Ref +7, Will +11
    Abilities: Str 13, Dex 18, Con 22, Int 17, Wis 15, Cha 15
    Skills: Hide +10, Intimidate +7, Knowledge (Arcana) +13, Listen +12, Search +18, Spot +17, Survival +12
    Feats: Flyby Attack, Great Fortitude, Improved Initiative, Iron Will
    Environment: Cold Hills
    Organization: Solitary
    Challenge Rating: 13
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: 11-20 HD (Medium), 21-30 HD (Large)
    Level Adjustment: ---

    Eyes of Chaos are mutated Beholders warped by the power of the Abyss. they are living engines of destruction, crushing everything in their path.

    Eye Rays (Su): Each of an Eye of Chaos' Eye Rays resembles a spell cast by a 12th level Caster. Each Eye Ray has a Range of 150 feet, and a Save DC of 17. Save is Charisma Based. The rays follow the rules for spell rays (see Aiming A Spell, page 175 of PHB). The Rays include:

    Telekinesis: This eye ray can move objects or creature of up to 325 pounds as though it were a Telekinesis spell unless the target makes a successful Willpower Save.

    Blinding: The target of this ray must make a Willpower Save or be affected as if by a Wrack spell. 2 of the Eye of Chaos' eye rays are Blinding rays.

    Confounding: The target of this ray must make a Willpower Save or be affected as if by a Blast of Force spell. In addition the victim is knocked back 10 ft and Dazed for 1 round. 3 of the Eye of Chaos' eye rays are Confounding rays.

    Maddening: The target of this ray must make a Willpower Save or be affected as if by a Dominate spell.

    Fear: The target of this ray must make a Willpower Save or be affected as if by a Fear spell. 2 of the Eye of Chaos' eye rays are Fear rays.

    Teleporting: The target of this ray must make a Willpower Save or be affected as if by a Trobriand's Baleful Teleport spell (max range is 150 ft).

    Central Eye (Su): The Eye of Chaos' central eye emits a 150 ft. cone of magical energy that renders opponents within it's area of effect vulnerable if they fail a DC 16 Willpower Save (Save DC is Charisma based). Opponents who fail the Save lose their Class Abilities for 1 round (a new save must be made each round the victim remains within the area of effect).

    Ripple of Chaos (Su): The Eye of Chaos can use this Ability once per day, blindly peppering the area with eye rays before disappearing. All opponents within 25 ft. of the Eye of Chaos are struck by a random eye ray, and the Eye itself may teleport up to 30 ft. as per the Dimension Door spell. This is a Full Round Action.

    Flight (Ex): A Beholders body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

    All-Around Vision (Ex): The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

    Combat: Eyes of Chaos spray and pray with their rays, blasting opponents with their Ripple of Chaos power if injured.
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