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Thread: Critters II!

  1. - Top - End - #1201
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    Default Re: Critters II!

    Spider-Horse
    Large Magical Beast
    Hit Dice: 3d10+3 (19 hp)
    Initiative: +3
    Speed: 50 ft. (10 squares)
    Armor Class: 15 (-1 Size, +3 Dex, +3 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +3/+9
    Attack: Hoof +4 melee (1d6+2)
    Full Attack: 2 Hooves +4 Melee (1d6+2) and 2 Claws -1 Melee (1d3+1)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Webline
    Special Qualities: Darkvision 60 ft. Low-Light Vision, Scent, Tremorsense 60 ft.
    Saves: Fort +4, Ref +6, Will +2
    Abilities: Str 14, Dex 17, Con 12, Int 1, Wis 12, Cha 6
    Skills: Climb +11, Hide +9, Jump +4, Listen, Move Silently +11, Spot +3
    Feats: Endurance, Run
    Environment: Any Land but prefers Mountains
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 4-9 HD (Large)
    Level Adjustment: ---

    "I think I'm going to be sick..."

    "Don't listen to 'em Bessie. Yer a good horse."

    Spider-Horses appear as horses with a spider-like abdomen in place of it's tail, chitinous plates and 8 eyes. It has 4 additional legs, which are also spiderlike. Created by magic, Spider-Horses are sterile, but thankfully for their masters they are as sociable as any horse. They are prized mounts as they can climb, lower themselves down drops via webline, and even spin tents for the evening. Riding them requires a specialized saddle to strap the rider in though.

    Webline (Ex): A Spider-Horses webline is strong enough to support the Spider-Horse and one creature of the same size. Spider-Horses can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the Spider-Horse. An entangled creature can escape with a successful Escape Artist check (DC 12) or burst it with a Strength check (DC 16). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

    Spider-Horses often create sheets of sticky webbing in a 30 feet square. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points, and sheet webs have damage reduction 5/—.

    A Spider-Horse can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

    Tremorsense (Ex): A Spider-Horse can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the Spider-Horse’s webs.

    Skills: Spider-Horses have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb, Hide and Move Silently checks. A Spider-Horse can always choose to take 10 on Climb checks, even if rushed or threatened. Spider-Horses use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

    Combat: Spider-Horses generally fight in a manner similar to most horses, with the addition of being able to tie up opponents via their webbing.
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  2. - Top - End - #1202
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    Default Re: Critters II!

    Zorbo
    Small Magical Beast
    Hit Dice: 4d10+4 (26 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares), Climb 20 ft.
    Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11
    Base Attack/Grapple: +4/-2
    Attack: Claw +7 melee (1d4+2)
    Full Attack: 2 Claws +7 melee (1d4+2) and 1 Bite +3 melee (1d2+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Drain Magic Item
    Special Qualities: Darkvision 60 ft., Absorption, Bear Speech, Bear Enmity, SR 15
    Saves: Fort +5, Ref +6, Will +2
    Abilities: Str 15, Dex 15, Con 13, Int 4, Wis 12, Cha 12
    Skills: Climb +10, Hide +6, Listen +2, Spot +2, Survival +7
    Feats: Ability Focus (Drain Magic Item), Weapon Finesse
    Environment: Any Warm or Temperate Land
    Organization: Solitary, Family (2-4), or Oh God! Oh God! The Bears! (10-60)
    Challenge Rating: 4
    Treasure: See text
    Alignment: Usually Neutral
    Advancement: 5-6 HD (Small), 7-12 HD (Medium)
    Level Adjustment: ---

    "Aww, aren't they just adorable!"

    "Careful, they eat people."

    "Well, they are tiny bears, I thought that was a given..."

    Zorbo resemble black and white furred Koalas. The only thing distinguishing them besides color are their fangs (they are mostly carnivorous) and magical abilities. Easily addicted to Humanoid meat, they have apparently evolved abilities allowing them to hunt their prey of choice.

    Drain Magic Item (Su): Whenever the Zorbo successfully Claws or Bites an opponent with magical items that provide a Bonus of any kind to AC or Saving Throws, one item must make a DC 15 Willpower Save )Save DC is Cha based) or it crumbles to dust and the Zorbo gains the AC/Save Bonus it provided it's former owner for 1 Minute. If the opponent has multiple items the Zorbo forces a new item Save each time it successfully Saves, and absorbed Bonuses stack with each other. Items make a Save to avoid being destroyed in this order: Shield, Armor, Bracers, Cloaks, Rings, and then any other items.

    Absorption (Su): As a Full Round Action the Zorbo can rub up against any object or material and magically absorb some of it's properties, gaining the object or materials Hardness for 1d4 hours. Determine Hardness as if the material was an inch thick if it has a variable Hardness.

    Bear Speech (Ex): Zorbos can communicate with Bear as though they were permanently under the benefit of the Speak with Animals spell.

    Bear Enmity (Ex): Bears do not like Zorbos. At all. No reason has ever been discovered, and given that the Zorbo's cry sounds like an infant bear it doesn't make a lot of sense. Regardless of this, Bears will attack Zorbos on sight.

    Skills: Zorbos gain a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

    Combat: Zorbos tend to use their Absorption ability to armor up before tearing into their victims.
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  3. - Top - End - #1203
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    Default Re: Critters II!

    Lock Lurker
    Fine Aberration
    Hit Dice: 1d8+3 (7 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares)
    Armor Class: 21 (+8 Size, +3 Dex), touch 21, flat-footed 18
    Base Attack/Grapple: +0/-
    Attack: Bite +11 melee (1 point) or Sting +11 melee (1d3 plus poison)
    Full Attack: Bite +11 melee (1 point) or Sting +11 melee (1d3 plus poison)
    Space/Reach: 0 ft./0 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., Coin Camouflage, Partially Ethereal, Regenerate Limbs
    Saves: Fort +3, Ref +3, Will +4
    Abilities: Str -, Dex 16, Con 16, Int 6, Wis 14, Cha 10
    Skills: Climb +2, Disguise +0 (+8 to appear as coin), Hide +19, Jump +2, Spot +2
    Feats: Weapon Finesse
    Environment: Any Land
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None (but see text)
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    "So you made a super poisonous critter that blends in with treasure hordes and likes to hide in locks?"

    "Yes'm."

    "How the hell do you keep track of them?"

    "We don't. Sunsabitches breed like mad. Always make sure you got antivenom on hand."

    The Lock Lurker resembles a large coin, with scorpion like legs, tail and fangs. Given it's ability to partially shift into the Ethereal Plane, it's non-coinlike features are rarely observed. Deliberately bred as a magical guardian, it is often placed in locks, treasure hordes, or any where else a coin might be.

    Poison (Su): Injury, DC 13 Fortitude Save (Save DC is Con based), Initial damage is Slowed for 1 Minute, Secondary damage is Paralyzed for 1d6 hours.

    Coin Camouflage (Ex): If it is present in a pile of coins or Treasure the Lock Lurker can use the Hide skill even if it is being observed.

    Partially Ethereal (Ex): Lock Lurkers are partially present on both the Prime and Ethereal Planes, and their vision simultaneously extends into both. Their ability to fully transfer parts of their body into the Ethereal Plane effectively allows them camouflage as a coin as the parts of their body that don't resemble a coin are invisible. Well fed Lurkers have sacs they extend into the Ethereal while prey digest. The Lurker can send/retrieve parts of itself once per round as a Free Action, but cannot fully withdraw into the Ethereal. As it is simultaneously present on the Ethereal it may attack creatures there as well.

    Regenerate Limbs (Ex): Cut off or destroyed limbs may be regenerated by the Lurker in 1d6 days.

    Skills: Lock Lurkers have a +8 Racial Bonus on Disguise Checks meant to pass as a coin.

    Combat: The Lock Lurkers jaws cannot pierce metal, so it relies on it's sting against armored opponents. Despite preying on small creatures, it's aggressively territorial and will attack anything that comes near.
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  4. - Top - End - #1204
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    Default Re: Critters II!

    Love most everything I've seen on this thread! Keep up the great work! Is there anywhere I could get a PDF of the creatures and templates that have been shown here?

    And is there anything close to a "Wolverine" type of template besides "Feral"?

    I actually really like the Feral template, but it should have something letting limbs be reattached and an improved claw damage, or allowing for different claw 'types' if you will. Smaller damage for fingernail type claws, and more for 'bladed gauntlet' style claws such as a d6 or d8 for each claw, so a wolverine character would have 3d6 or 3d8 for all claws extended rather than 3d4, but that's doable too... Thoughts?

    Feral Strike Weapons are also something to think about. I've got a character that's basically a Kasatha 'Wolverine' Monstrous Humanoid.

    Spoiler: "Wolverine" template/character
    Show
    Wolverine (Monstrous Humanoid) A highly modified version of the combination of Kasatha and the Feral template and adding Multi-Weapon Mastery, increased Claw damage, a new Special Material to help prevent permanent damage/breakage to natural weapons, Powerful Build as a racial trait, and other modifiers for larger species even though the idea is meant to be more lithe and dexterous than powerfully muscular. Healing Factor is a huge improvement over Fast Healing.
    As this is a custom race and meant to be more of a unique individual than an actual race, it’s appearance should be a true oddity, and some might consider it an abomination.
    The back-story for this unique species/individual is that it was created through alchemical/magical/technological means by a plane traveling arcanist that specialized in the crafting of virtually everything, especially constructs. This form happened to Awaken while on the table while it was still being crafted as a unique Flesh Golem that the arcanist was going to transfer his consciousness into for virtual immortality.
    The rules for the games I run are primarily D&D 3.X and Pathfinder blended, with extensively modified Custom Characters (http://www.easydamus.com/CustomCharacters.html) used for character creation and advancement.

    Level Adjustment: +3 Must earn for Slow 7,500 Exp., Medium 5,000 Exp. and Fast 3,300 Exp. that can not be spent (but can be used in the level adjustment buy-off) before anything may be purchased with experience.
    Level Adjustment Buy-off: Slow 35,000 Exp., Medium 23,000 Exp., Fast 15,000 Exp.

    HD: d12 + (1 X Con Mod.)
    BAB: +1
    Saves: F +2/ R +2 / W +2
    Proficient with all simple weapons, and natural weapons (including claws which act as masterwork manufactured weapons for the purpose of enchanting). No armor or other weapons.
    Ability Score: Str. 14, Dex 18, Con 16, Int 14, Wis 16, Cha 14
    Racial Bonuses: +4 Dex, +2 Wis
    Feats: Weapon Finesse, Weapon Focus (Claws)
    Skill Points: 4 + Int. Mod.
    Racial Class Skills: Acrobatics, Climb, Craft, Fly, Intimidate, Perception, Ride, Stealth, Survival, Swim
    Special Qualities: Healing Factor, Moderately Large, Enhanced Senses, Heartstone Laced Skeleton, Scent, Defensive Training, Multi-Armed (4 arms), Darkvision 60', Low-light Vision
    Special Attacks: Backswing, Claws, Greater Power Attack, Multi-weapon Mastery, One-handed Wield

    Powerful Build (Ex): Your physical stature lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this feat stack with the effects of powers, abilities, and spells that change the subject’s size category.

    Backswing (Ex): Wolverine doubles his strength bonus to damage on attacks made with two handed weapons.

    Greater Power Attack (Ex): Wolverine gains a +4 damage bonus per -1 penalty when using Power Attack with two hands.

    One-handed Wield (Ex): Wolverine can wield a two handed weapon in one hand as though it were using two. It gains no additional bonus for actually using two hands but does gain his flat strength bonus. If Wolverine uses a shield, wielding the weapon in this way doesn't use normal one-handed weapon mechanics and therefore doesn't suffers an attack penalty equal to the shield's armor check penalty.

    Healing Factor (Ex): The unusual ability of rapid healing and recovery. You regain 2 + Con Mod + your level HP every round.
    You are also highly resistant to pain, +3 to Will saves for pain.
    You are also highly resistant to all poisons, diseases, and toxins, you gains a +4 to those saves that apply, and after the specified number of successful saves of the individual substance your system is purged. Once individual poisons, diseases and toxins have been successfully purged, wolverine becomes immune to it.
    Your age is also indeterminable since your healing factor negates physical aging penalties once your maturity is reached but mental bonuses for advancing age still accrue as normal for the base species. You are immune to spells that rapidly age an individual.
    Healing Factor will not regenerate lost limbs, but they may be reattached. If the head(s) are severed, it must be reattached within 10 minutes or the wolverine dies. Your healing factor is considered an extraordinary ability.
    The healing factor also makes the wolverine immune to any fatiguing or exhausting effects, or the need to make rolls for resisting non-lethal damage due to prolonged exertion.

    Multi-Armed (Ex): A wolverine has four arms. All hands are considered primary hands, thanks to multi-weapon mastery. It can use any of its hands for other purposes which require free hands.

    Claws (Ex): A medium wolverine has 3, 9-inch long claws in each arm, that retract into your forearms. You have full control over the claws extending and retracting into your forearms from in between your knuckles as a free action, the wounds caused by you bleed for half a second and are healed practically instantly, causing no HP damage. The claws are also laced with heartstone, and are so sharp that they can cut through virtually anything. You claws are anchored to your skeleton and cannot be forcefully removed.
    Damage: 3d4 + 6 + Str./Dex. Mod., a single claw does 1d4+2 + Str./Dex. Mod Critical: 17-20/x3
    Type: Piercing, and slashing.
    NOTE: You are naturally proficient with your claws. Attacks that you make with your claws are considered armed attacks. Your claws also have heartstone coating them, granting a +2 material bonus to damage that stacks with any other damage bonuses, such as enhancements. Without the heartstone, your claws do only 1d4 + (Str. Mod.) damage per single claw. Moderately Large increases the damage of Claws by 1 die size to 1d6 per claw.

    Enhanced Senses (Ex): Your senses are far greater than a normal humans. You can see at double the range of a normal human and low-light vision allowing them to see three times as far in dim light, has a much finer sense of hearing, and a incredible sense of smell, gaining the Scent ability. You can remember a person simply by their scent. At another time he can discern a scent from up to 60ft away. You gain an inherent +3 to all perception rolls. You are also at a +1 to any saves regarding your senses. Your enhanced senses are considered extraordinary abilities.

    Multi-weapon Mastery (Ex): A wolverine never takes penalties to an attack roll when fighting with multiple weapons, and treats claws as primary attacks even when also wielding weapons.

    Defensive Training, Master (Ex): Wolverine has a +4 dodge bonus to Armor Class.

    Heartstone Laced Skeleton (Ex): Wolverine’s skeleton has somehow been infused with heartstone. it’s bones can (almost) never be broken, and limbs can not be easily removed. Because the Heartstone is inside of them, and they gain a +4 natural AC bonus. Their natural unarmed attacks are backed by hard material and is heavy, so gains the weighted property, gaining a +2 to all unarmed damage damage.

    High Metabolism (Ex): You burn calories at a greater rate than average, though you gain no additional weight from such consumption.
    Effect: You require twice the amount of daily food for a creature of your size (2 pounds for a Medium creature) and begin to feel the effects of starvation in half the time a normal creature would (1.5 days).
    Roleplaying Ideas: Characters with high metabolisms might often find themselves munching on something or other during inappropriate times. While not a manic compulsion, characters with this flaw should keep their hunger in their back of their minds and likely seek out at least one or two snacks in the middle of the day, outside of their main meal. When they do sit to eat a full meal, they will likely do so with great haste and hunger (especially if they haven't had a snack).

    Heartstone: The product of transmuting the right materials together to produce a primordial form of quazi-psi-crystal-metaloid, but has the transparency of glass, with ever so slight hairs and flecks of infused materials flowing through it giving it rich undertones while seeming to absorb light without refracting it at all, making it appear oddly somewhat dull and lackluster. The material has natural facets that make it even more effective for whatever use it is put to. The material is considered psionic crystal and metal, but is impervious to rust, and corrosion, as well as heat/warp metal and transmute earth. The transmutation process for creating heartstone is kept extremely secret by those that know how to make it. Besides being a focus for psionic abilities, it has two unheard of qualities that makes it sought after by those that know of its existence.
    It has the amazing quality of taking any damage it sustains that doesn’t outright destroy the object, absorbing it, and making it stronger and more resilient. An item made of heartstone starts with a hardness of 15 and double its hardness in hit points (30). Half of any hit point damage taken (if the item isn't destroyed), is in the next round added to the items hardness permanently, and the hit points are restored to the new total of double (or triple if a material has been infused into the heartstone that has triple the HP to Hardness as some materials do) the hardness.
    For example, a dagger made of heartstone would initially start with 15 hardness, and 30 hit points. If someone manages to overcome the 15 hardness or by other means deal 10 hit points of damage to it, at the beginning of the next round, the hardness increases to 20, and the items hit points are restored to the items new total of 40 hit points.
    The last property of heartstone is that with the right magical techniques, it can be imbued with the properties of other materials, giving the most beneficial aspects of that materials properties to it. For example, heartstone could be infused with the properties of Mithral to overcome DR/Silver, and for it's weight to be reduced by ½. Heartstone can only be imbued with a particular materials properties once, and only keeps the best of all materials imbued. IE: If another material besides Mithral reduced an item’s weight by ½, it would still only reduce the weight by ½, not ¼. But if a material reduced a comparative item’s weight by ¾, that property would be taken over the Mithral.
    Weapons made from heartstone give an inherent +2 bonus on damage, increases critical threat range by 1, and critical multiplier by 1. A true heartstone blade ignores armor bonuses of armor, as well as deflection bonuses from magical items. Against magical armor, the weapon needs to have an enhancement bonus equal to or greater than that of the armor in order to have any special effect; otherwise, it is treated as a normal weapon.
    Requirements to create heartstone: Ability to cast 5th level transmutation spells, Craft: Alchemy 10 ranks. To further enhance the properties of heartstone with other materials, a Spellcraft check of the Transmutation school must be made, adding the Craft: Alchemy skill for a total. The DC of adding a property to heartstone is 20 + 2 for each property already added. For example: If a heartstone dagger has the Silver property of either Mithral or Alchemical Silver infused to it, it would take the on the ability to bypass the damage reduction of creatures that are resistant to everything but silver. Heartstone may take on any number of properties, but each property requires an equal amount of material (Adamantine) equal to the weight of the item made of heartstone. The base material becomes Iron, and all the properties are then infused into the heartstone, which takes the best properties infused into it. For example: a dagger of iron normally made of 1 pound, would become heartstone weighing 4 ounces. You would still need 1 pound of Mithral to infuse its properties into the heartstone.
    The Cost of this procedure in ritual components is 2,000 gp per material to be infused, plus the material to be infused cost. For example, if you were to wanting to infuse the properties of 3 materials into the heartstone, the ritual would cost 6,000 gp + (cost of 1 lb of Mithral) + (cost of 1 lb of Crystal, Blood) + (Cost of 1 lb of Umbrite) and the DC checks may be made all at once, but at an increased DC equal to 20 + 2 per any other infusions previously successfully made + 2 for each substance trying to be infused in the current ritual.
    It can initially be crafted from Primordial Clay that is transmuted in a specific way to permanently take on one form, but retains it's chaotic malleable essence within that can be further manipulated (Knowledge: Planes DC 60).

    Traits to consider:

    Inventive [Trait]
    You have the ability to turn any item or anything in a situation to your advantage.
    Benefit: Once per day you can gain a luck bonus equal to your Int modifier to a skill check, attack roll, or save.
    Drawback: For one hour after you feel that anything you can do needs to be "enhanced". You get -2 on all knowledge checks for one hour after using this ability.
    Roleplaying Ideas: You feel that any risky situation can be solved with a bit of intuition. You can turn any situation in your favor by simply playing a song better or just throwing at the right angle. You feel that any time something can be made better you will try to make it better, or explain how you think it can be done better.

    Logical [Trait]
    You are very understanding in math and science, though the arts of society elude you.
    Benefit: You gain +2 to all knowledge checks.
    Drawback: You get -2 to all Cha based checks.
    Roleplaying Ideas: You are very precise about all items, and tend to be all knowing in areas of your expertise. You chose your cold books over the warm touch of living creatures.

    Savage Tendencies [Trait]
    Benefit: You gain a +1 bonus to all attack and damage rolls made by you when you make an attack with a natural weapon or an unarmed attack.
    Drawback: Because you get in so close, enemies gain a +1 bonus to all attack rolls made against you when you make an attack with a natural weapon or an unarmed attack.
    Roleplaying Ideas: An individual with more animal tendencies at heart trusts their claws and fangs, or even fists, more so than they do any melee weapon. Most commonly this behavior stems from the fact that they are familiar at an innate level with how to rake, bite, or otherwise strike with a finesse most creatures otherwise lack. Characters with this trait should consider roleplaying themselves as avoiding melee weapons whenever possible out of simple reasoning that there is no purpose to wield a weapon which is more foreign to them than ones they were born with.

    Wisdom in the bones [Trait]
    wisdom is your main goal.
    Benefit: Add your wisdom ability score to your damage.
    Roleplaying Ideas: You are not strong but you make up for it in brain power.

    Flaws to consider:

    Hauntings of the Past [Flaw]
    You have disturbing Dreams, often reliving past events, often resulting in emotional weakness.
    Prerequisite: Must have experienced terrible events in the past.
    Effect: You are known to have dark dreams, often representing an unpleasant past event. Every 1d6 days at night (basically once a week at random), the character has an upsetting dream. Upon waking, s/he becomes shaken for the next six hours. In addition, on the night of the dream the character must succeed an additional will save of DC 15, or make loud noises (Talking in sleep, or Screaming), this may at DM's discretion wake both the player and/or other party members interrupting their sleep for 1d3 hours.
    Roleplaying Ideas: The PC can use this to clue in party members to their past event. Party members who listen to the pc talking in their sleep may figure out clues to the pc's past.

    Kayla thought back to her first coherent memory: waking up groggily in a lab, strapped to a table with no idea what was going on, who she was or how she got there... She tried to struggle against the restraints, becoming panicked when they wouldn't give way. Furiously she tugged against them and as she thrashed, suddenly one came loose and she used her freed hand to release the others. She looked around, panicked to see strange creatures in cages all around what looked like some strange lab. One wall was filled with alchemical tubes, burners and other unknown items... some of the creatures look humanoid, others looked to be a mix of things gone wrong... Then her eyes came to a door and she immediately bolted for it, only to find it locked. She quickly started hammering on it with her fists, and then started punching it; trying her hardest to force it open, when suddenly there were claws extending from between her knuckles... She stared down in astonishment as she looked at her other 3 hands, covered in super fine gray and black fur, and when she flexed them, three equally lethal set of claws effortlessly slid out. She started attacking the door with her claws and was completely amazed to find that they seemed to pass almost effortlessly through the wood, making short work of it. As soon as the door gave, she kicked it hard to have it fling wide and reveal stairs that spiraled down a seemingly endless spiral staircase with doors left and right as she ran down and down... As she sank further down into the darkness, she began to see swirling colorful lights coming from further below. She eventually arrived at the bottom of the stairs, which ended in a pool of swirling colors. She quickly glanced back, hearing voices following her, and tripped over her own feet and plunged headlong into the strange pool, ... She fell for what seemed like a long time before thinking of trees or maybe it was a forest, and suddenly found herself laying in the middle of an immense forest meadow, in utter silence... she lay there a long time, and tried to figure out what had just happened. She picked up her hands, gazed at her long claws and relaxed her muscles, watching in utter astonishment and wonder at the claws, as they slowly retract and she started to calm down slightly. She started to get her barrings and the birds started to chirp again... softly, worriedly. The forest started to slowly come back to life after it's sudden intruder had disturbed them. She staggered to her feet and looked around, wondering where to go from there.
    Eventually some elves came across her as she was scavenging some berries from a bush and tried to approach, but she remembered the misshapen bodies in the tower and tried to avoid them. They kept tracking her for days, trying to coax her out and to trust them, and eventually they succeeded. They took her in, and taught her their infernally delicate and precise speech, as well as the much easier 'common tongue' but always she was weary, wondering how she had gotten into that lab, and why she had been tied down. What were those poor creatures and people doing in those cages... She never knew how she had managed to end up in that tower, but she knew she wouldn't ever let herself be taken back!
    They managed to calm her down and convince her to go with them to their tree city. It was there she saw herself in a mirror for the first time, standing almost twice as tall as an elf, with very fine and soft gray fur with black stripes, cat ears with tiny little tufts of hair sticking out, but a 'human' face the elves said and wide green cat eyes. She even had a tail. She was sleek, lithe, and more graceful than even the elves, but she had strength and power in her movements. She spent many years learning with them, and becoming civilized. They tried to teach her to use a few weapons, such as most swords and bows but always preferring to get in close with her claws, as well as light armor, but she never liked to wear any of the other stuff they tried to teach her to wear as it was too bulky and difficult to move in.

  5. - Top - End - #1205
    Titan in the Playground
     
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    Default Re: Critters II!

    I haven't done a template like that yet. I do intend to make a pdf at some point.
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    What do you think of the race as is? Is it's level adjustment too low? Would you change anything about it?

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    I love seeing the periodic updates to this thread! These monsters are pretty much the reason I got into homebrewing on these forums.

    I do have to ask though, do bears get a Will save to avoid attacking Zorbos? I could see that going badly with low level druids. Also, now for a silly question, how does that interact with owlbears?
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    Quote Originally Posted by AOKost View Post
    What do you think of the race as is? Is it's level adjustment too low? Would you change anything about it?
    why does he have 4 arms?


    Quote Originally Posted by inuyasha View Post
    I love seeing the periodic updates to this thread! These monsters are pretty much the reason I got into homebrewing on these forums.

    I do have to ask though, do bears get a Will save to avoid attacking Zorbos? I could see that going badly with low level druids. Also, now for a silly question, how does that interact with owlbears?
    They do not, but that applids to bears who are animals not magical beings who look like bears. Owlbears could prolly go either way.
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    Quote Originally Posted by Bhu View Post
    why does he have 4 arms?
    Kasatha is a race from Pathfinder, naturally have 4 arms. I basically added a modified version of Feral template to it.

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    DEATH LINEN

    Flannel Beast
    Medium Construct
    Hit Dice: 4d10+20 (42 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 13 (+2 Dex, +1 Natural), touch 11, flat-footed 11
    Base Attack/Grapple: +3/+5
    Attack: Bite +5 melee (1d3+5 plus poison)
    Full Attack: Bite +5 melee (1d3+5 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab, Suffocation, Poison
    Special Qualities: Construct traits, Low-Light Vision, Darkvision 60 ft., Rejuvenation, Vulnerabilities
    Saves: Fort +0, Ref +3, Will +3
    Abilities: Str 14, Dex 14, Con -, Int 10, Wis 14, Cha 10
    Skills: Hide +8, Listen +7, Move Silently +8, Spot +7
    Feats: Alertness, Stealthy
    Environment: Any
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: 5-8 HD (Medium)
    Level Adjustment: ---

    At rest Flannel Beasts resemble piles of towels or rags. When moving they appear like a ragged cloth snake or ferret.

    Improved Grab (Ex): If the Death Linen succeeds with it's Bite attack it can immediately make a Grapple attempt as a Free Action without provoking an attack of opportunity. If it succeeds it can use it's Suffocation ability next round. Since Death Linen appear to be normal household items, if a victim lays down on them or puts them on they can grapple a victim up to three size classes larger than themselves.

    Suffocation (Ex): If a Death Linen succeeds with a Grapple Check, the next round it attaches itself to it's victims face, cutting off his air. The victim must make Saves to avoid Suffocation (see DMG for suffocation rules) until it can escape the Grapple.

    Poison (Ex): Injury, DC 14 Fort Save (Save DC is Con based with a +2 Racial Bonus, Initial and Secondary Damage is 1d3 Con.

    Rejuvenation (Su): The corrupted spirits animating Death Linens are hard to get rid of. Even after the Death Linen is destroyed there is a small chance it will take over another item similar to the one it formerly possessed. Roll a d20 each month for a year, and if a 19-20 appears it possesses a new item.

    Vulnerabilities: Death Linen have several vulnerabilities. They take and additional point of damage per die from fire. A gallon or more of water sloshed on it Slows it as per the Slow spell for 1d6 rounds. If an opponent rolls a Natural 20 it is Stunned 1 Round.

    Skills: Death Linen have a +8 Racial Bonus on Disguise Checks to appear as normal household items.

    Combat: Flannel Beasts like to hide in places cloths or towels are stored and wait for prey to come closer...


    Killer Pillow
    Tiny Construct
    Hit Dice: 2d10 (11 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares)
    Armor Class: 14 (+2 Size, +1 Dex, +1 Natural), touch 13, flat-footed 13
    Base Attack/Grapple: +1/-6 (+0 Attach)
    Attack: Bite +4 melee (1d2+1)
    Full Attack: Bite +4 melee (1d2+1)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Attach, Suffocation
    Special Qualities: Construct traits, Low-Light Vision, Darkvision 60 ft., Rejuvenation, Vulnerabilities
    Saves: Fort +0, Ref +1, Will +2
    Abilities: Str 12, Dex 12, Con -, Int 10, Wis 14, Cha 10
    Skills: Disguise +8, Hide +10, Jump +9, Listen +7, Move Silently +4, Spot +7
    Feats: Alertness
    Environment: Any
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: 3-4 HD (Small)
    Level Adjustment: ---

    At rest this creature resembles a simple pillow, though when active it slowly moves like an amoeba. It can manifest a sort of face, which it uses to bite opponents.

    Improved Grab (Ex): If the Death Linen succeeds with it's Bite attack it can immediately make a Grapple attempt as a Free Action without provoking an attack of opportunity. If it succeeds it can use it's Suffocation ability next round. Since Death Linen appear to be normal household items, if a victim lays down on them or puts them on they can grapple a victim up to three size classes larger than themselves. Death Linen take no Size Penalties to Grapple Checks.

    Suffocation (Ex): If a Death Linen succeeds with a Grapple Check, the next round it attaches itself to it's victims face, cutting off his air. The victim must make Saves to avoid Suffocation (see DMG for suffocation rules) until it can escape the Grapple.

    Rejuvenation (Su): The corrupted spirits animating Death Linens are hard to get rid of. Even after the Death Linen is destroyed there is a small chance it will take over another item similar to the one it formerly possessed. Roll a d20 each month for a year, and if a 19-20 appears it possesses a new item.

    Vulnerabilities: Death Linen have several vulnerabilities. They take and additional point of damage per die from fire. A gallon or more of water sloshed on it Slows it as per the Slow spell for 1d6 rounds. If an opponent rolls a Natural 20 it is Stunned 1 Round.

    Skills: Death Linen have a +8 Racial Bonus on Disguise Checks to appear as normal household items. Killer Pillows also have a +8 Racial Bonus on Jump Checks.

    Combat: Killer Pillows can make leaps onto prey, but they prefer to lay still and simply let victims lay down on them before attaching themselves to their face.


    Sheet
    Medium Construct
    Hit Dice: 6d10+20 (53 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 13 (+2 Dex, +1 Natural), touch 12, flat-footed 12
    Base Attack/Grapple: +4/+6
    Attack: Slam +7 melee (1d4+2)
    Full Attack: 2 Slams +7 melee (1d4+2) and 1 Bite +2 melee (1d2+1 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Fear, Improved Grab, Suffocate, Poison
    Special Qualities: Construct traits, Low-Light Vision, Darkvision 60 ft., Rejuvenation, Vulnerabilities
    Saves: Fort +2, Ref +4, Will +4
    Abilities: Str 14, Dex 14, Con -, Int 10, Wis 14, Cha 10
    Skills: Hide +9, Listen +8, Move Silently +9, Spot +8
    Feats: Ability Focus (Poison), Alertness, Stealthy
    Environment: Any
    Organization: Solitary
    Challenge Rating: 6
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: 7-12 HD (Medium)
    Level Adjustment: ---

    Sheets looks like normal sheets of linen until they move, flopping and flapping into a semi-humanoid form.

    Improved Grab (Ex): If the Death Linen succeeds with it's Slam attack it can immediately make a Grapple attempt as a Free Action without provoking an attack of opportunity. If it succeeds it can use it's Suffocation ability next round. Since Death Linen appear to be normal household items, if a victim lays down on them or puts them on they can grapple a victim up to three size classes larger than themselves.

    Suffocation (Ex): If a Death Linen succeeds with a Grapple Check, the next round it attaches itself to it's victims face, cutting off his air. The victim must make Saves to avoid Suffocation (see DMG for suffocation rules) until it can escape the Grapple.

    Poison (Ex): Injury, DC 17 Fort Save (Save DC is Con based with a +2 Racial Bonus, Initial and Secondary Damage is 1d3 Con.

    Rejuvenation (Su): The corrupted spirits animating Death Linens are hard to get rid of. Even after the Death Linen is destroyed there is a small chance it will take over another item similar to the one it formerly possessed. Roll a d20 each month for a year, and if a 19-20 appears it possesses a new item.

    Vulnerabilities: Death Linen have several vulnerabilities. They take and additional point of damage per die from fire. A gallon or more of water sloshed on it Slows it as per the Slow spell for 1d6 rounds. If an opponent rolls a Natural 20 it is Stunned 1 Round.

    Skills: Death Linen have a +8 Racial Bonus on Disguise Checks to appear as normal household items.

    Combat: Unlike most Death Linens, sheets actually wander the countryside looking for victims.

    "Sir, why are you selling linens? This convention is for Evil Minions."

    "They is minions. They's haunted linens."

    "Were I to purchase one how do I avoid mistaking it for the non-haunted linens?"

    "I ain't worked that part out yet."

    Death Linens are rumored to be common household objects animated by nightmares, evil spirits, or whatever else people can dream up. Truth is no one knows what they are, and they aren't keen on blabbing.
    Last edited by Bhu; 2017-05-24 at 08:46 PM.
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    Cushion Fungus
    Medium Plant
    Hit Dice: 1d8 (4 hp)
    Initiative: -5
    Speed: 0 ft. (0 squares)
    Armor Class: 5 (-5 Dex), touch 5, flat-footed 5
    Base Attack/Grapple: +0/-5
    Attack: -
    Full Attack: -
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spores
    Special Qualities: Plant traits, Mindless, Blindsight 30 ft.
    Saves: Fort +2, Ref -5, Will +0
    Abilities: Str 1, Dex 1, Con 11, Int -, Wis 11, Cha 1
    Skills: ---
    Feats: ---
    Environment: Underdark
    Organization: Solitary
    Challenge Rating: 1/2
    Treasure: 10% chance of Standard
    Alignment: Always Neutral
    Advancement: 2 HD (Large)
    Level Adjustment: ---

    "So you grow fungus?"

    "Ayup."

    "So what does it do?"

    "Nuthin'. Dangerous ta be near tho.."

    "Is that why we're wearing protective suits and masks?"

    "Ayup. Breathe near it and you join the fungus."

    Cushion Fungi look like ovoid, velvet cushions of a pinkish-purple color. They thrive in dry, underground caverns with little moisture or air movement. In areas with plenty of humidity or air movement their spores do not mature enough for them to feed or reproduce.

    Spores (Ex): The moment something enters the range of it's Blindsight the Fungus unleashes a nearly invisible cloud of spores that resembles heat distortion (DC 15 Spot Check to notice it). The Spore Cloud expands at a rate of 10 ft. per round until it covers an area 40 ft. in diameter, centered on the fungus. It lasts for 1d4+4 rounds. Any wind higher than 10 mph disperses the cloud in 1 round (immediately if the wind is 20 mph or higher). Anyone in the cloud must make a Fortitude Save each round or be Poisoned. Inhaled, Fortitude Save DC 14 (Save DC is Con based with a +4 Racial Bonus), Initial and Secondary damage is Sleep. Unlike normal, the Sleep effect lasts for 1d3 days, but if they aren't forcibly removed from the Fungus it will continue to emit spores until the sleeping victims dies of thirst or starvation, at which point it becomes a host for a new fungus. Victims who make the Saving throw are still Confused, as per the spell, for 1d4 rounds (and must still save as long as they remain within the cloud). If someone is next to the Fungus and succumbs to sleep have them make a DC 14 Reflex Save. If they fail, they fall onto the Fungus and it bursts. It's spore cloud extends out to 60 ft. now, lasts an additional 1d4+4 rounds, and the Save DC is +2.

    Combat: Cushion Fungi do not really participate in combat. They release their spores when live prey approaches, but beyond that they have no offensive or defensive powers.
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    minmax going boom has monkey wrenched mah schemes. Content will be coming soon, please be patient
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    Quote Originally Posted by Bhu View Post
    minmax going boom has monkey wrenched mah schemes. Content will be coming soon, please be patient
    Minmax went boom?
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    Quote Originally Posted by TheWombatOfDoom View Post
    Minmax went boom?
    The minmax boards, where in I had all my updated content that I finish before posting here (and that includes the revised versions of material) is no more. I'm helping rescue content. Once thats done I can start posting new stuff again.
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    Quote Originally Posted by Bhu View Post
    The minmax boards, where in I had all my updated content that I finish before posting here (and that includes the revised versions of material) is no more. I'm helping rescue content. Once thats done I can start posting new stuff again.
    OMG....what happened to it? Was it without warning? That's crazy!
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    It was a software issue I think. Josh fixed it so the boards have migrated to te new owners. Let me back my stuff up and I'll resume posting.
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    Groundsquid
    Large Aberration
    Hit Dice: 5d8 (22 hp)
    Initiative: +2
    Speed: Burrow 15 ft. ft. (3 squares)
    Armor Class: 18 (-1 Size, +2 Dex, +7 Natural), touch 11, flat-footed 16
    Base Attack/Grapple: +3/+11
    Attack: Tentacle +6 melee (1d3+4)
    Full Attack: 5 Tentacles +6 melee (1d3+4)
    Space/Reach: 10 ft./5 ft. (20 ft. with Tentacles)
    Special Attacks: Improved Grab, Constriction, Jell Ground
    Special Qualities: Darkvision 60 ft. All-Around Vision, Sunlight Vulnerability, Poison Immunity, Tentacle Regeneration
    Saves: Fort +1, Ref +3, Will +5
    Abilities: Str 18, Dex 14, Con 11, Int 8, Wis 12, Cha 8
    Skills: Listen +6, Search +3, Spot +8
    Feats: Alertness, Endurance
    Environment: Underground
    Organization: Solitary, Pair or Colony (3-10)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 6-10 HD (Large), 11-15 HD (Huge)
    Level Adjustment: ---

    "Good evening sir, what do you have for us?"

    ""My dreams, they are all dead and buried..."

    "Um..."

    "Somedays I wish the sun would just explode..."

    Groundsquids are horrific aberrations resembling mottled green squids with multiple arms, and an eye on the tip of each one. They like to hide underground, and are top ambush predators.

    Improved Grab (Ex): If the Groundsquid successfully hits with it's Tentacle attack it can immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity. If it is successful it may Constrict.

    Constriction (Ex): The Groundsquid does 3d6+6 with a successful Grapple Check as victims are transferred to it's rending maw.

    Jell Ground (Ex): As a Swift Action the Groundsquid may emit chemicals into the ground in a 10 foot square above it, that turn it into a greenish froth in 1d3 rounds. Opponents stepping on this patch of ground are considered to be in Quicksand (see DMG).

    All-Around Vision (Ex): The Groundsuids multiple eyes mean that it cannot be Flanked, and does not lose it's Dexterity Bonus to AC. It also enjoys a +2 Racial Bonus to Search and Spot Checks.

    Sunlight Vulnerability (Ex): While the Groundsquids tentacles don't burn in Sunlight, the rest of it is not so lucky. If somehow pulled from the ground and exposed it takes 1d6 Fire damage per round until it escapes the suns rays again.

    Tentacle Regeneration (Ex): Should the Groundsquid lose a Tentacle, it reforms within 1d3 rounds (Tentacles have hit points equal to the Groundsquids Hit Dice). Groundsquids have 1 Tentacle (and Tentacle attack) per Hit Die. While underground it requires a reach weapon to hit the actual body (which doesn't regenerate).

    Combat: A Groundsquid uses 1 or more of it's tentacle eyes as periscopes. Once the prey is above it, it sends all its tentacles up to grapple, while dissolving the ground, sending the victim into it's maw.
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    Piercer
    Tiny Vermin
    Hit Dice: 1d8 (4 hp)
    Initiative: +0
    Speed: 5 ft. (1 square), Climb 5 ft.
    Armor Class: 19 (+2 Size, +7 Natural), touch 12, flat-footed 19
    Base Attack/Grapple: +0/-8
    Attack: Bite +0 melee (1 point)
    Full Attack: Bite +0 melee (1 point)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Fall, Sweat
    Special Qualities: Vermin traits, Darkvision 60 ft., Camouflage, Blindsight 120 ft.
    Saves: Fort +2, Ref +0, Will +0
    Abilities: Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 1
    Skills: Climb +8, Hide +8
    Feats: ---
    Environment: Underground
    Organization: Colony (3-18)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 2 HD (Small), 3-4 HD (Medium)
    Level Adjustment: ---

    "Snails?"

    "Yes'm. Garbage scows of the Underdark they are."

    "How exactly are these evil minions?"

    "They wait for you to walk under them, and then fall trying to spear ya. Tricksy lil bastids they are."

    "So less of a minion, and more of an occasional walking hazard."

    Piercers are large snails whose shells bond with the naturally dripping mineral deposits found in the caves within their home. They look like naturally occurring stalactites when hanging from the cave ceiling.

    Fall (Ex): As a Full Attack the Piercer may drop from the ceiling to impale a victim below. The attack does 1d6 damage, plus an additional 1d6 damage for every 10 ft. the Piercer falls. Additionally this attack threatens a critical on a natural 18-20. Once used it may not be used again until the Piercer climbs back up onto the ceiling again.

    Sweat (Ex): At will as a Swift Action a Piercer can exude a mild acid doing 1 point of acid damage on contact. They can use a touch attack to damage opponents, but usually use it defensively. Anything attacking it with a grapple, natural weapon or unarmed strike takes the acid damage.

    Camouflage (Ex): Identical to the Ranger ability of the same name (see PHB).

    Skills: Piercers gain a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

    Combat: If their initial hit doesn't kill opponents, Piercers are awful combatants who will immediately flee after sweating acid to discourage predators.
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    Executioner's Hood
    Tiny Aberration
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), Climb 20 ft.
    Armor Class: 18 (+2 Size, +2 Dex, +4 Natural), touch 14, flat-footed 16
    Base Attack/Grapple: +1/-9 (+4 with Engulf Head)
    Attack: Engulf Head +5 melee (1d4-2)
    Full Attack: Engulf Head +5 melee (1d4-2)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Engulf Head, Strangling Constriction
    Special Qualities: Darkvision 60 ft., Immune to Sleep effects, Vulnerability, Conduct Spells
    Saves: Fort +1, Ref +2, Will +4
    Abilities: Str 6, Dex 14, Con 12, Int 4, Wis 12, Cha 8
    Skills: Climb +6, Hide +10, Listen +3, Move Silently +3, Spot +3
    Feats: Weapon Finesse
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Tiny), 5-6 HD (Small)
    Level Adjustment: ---

    "You're selling hoods? Are they possessed?"

    "Well, you're close..."

    Executioners are black, saclike molluscs that prey on larger foes by enveloping their heads and cutting off their air.

    Engulf Head (Ex): The Executioner's Hood waits on ceilings in caves, and drops onto unaware prey. If it's attack roll is successful it can make a Grapple attempt as a Free Action without provoking an Attack of Opportunity. Since it envelopes the victims head and neck only, the Hood may Grapple Medium or smaller creatures in this instance. Due to it's nature it also has a +13 Racial Bonus to Grapple Checks in this instance only.

    Strangling Constriction (Ex): A creature that is grappled by the Hood cannot speak or cast spells with verbal components and must hold its breath (see Suffocation), unless it doesn't speak or breathe through its head. Any attacks against the Hood deal half damage to the hood and the other half to the creature that it's strangling. Additionally it does 1d4 damage with a successful Grapple Check as if it had the Constriction ability.

    Vulnerability (Ex): Executioner's Hoods are susceptible to alcohol, and take a +4 Racial Penalty on Fortitude Saves made to resist effects. If it takes ability damage from the alcohol, it will release a held victim and try to retreat.

    Conduct Spells (Ex): Any spell targeting the Executioners Hood that has physical effects is also suffered by it's victim if it has successfully Engulfed his head.

    Skills: The Executioners Hood has a +8 Racial Bonus on Climb Checks, and may always Take 10 on a Climb Check.

    Combat: If the Hood misses it's initial attack it will flee. If it gets a victim it will hold on for dear life, knowing it will be damn difficult to remove.
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    Palimpsest
    Small Construct
    Hit Dice: 1d10+10 (15 hp)
    Initiative: +2
    Speed: Fly 15 ft. (3 squares), Good
    Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11
    Base Attack/Grapple: +0/-4
    Attack: Papercut +3 melee touch (1d3)
    Full Attack: Papercut +3 melee touch (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Absoprtion
    Special Qualities: Construct Traits, Blind, Blindsight 30 ft., Immunity to Fire, DR 10/Bludgeoning or Piercing, SR 12
    Saves: Fort +0, Ref +2, Will +0
    Abilities: Str 10, Dex 14, Con -, Int 2, Wis 10, Cha 2
    Skills: Disguise +8 (only to appear as paper), Hide +10
    Feats: Weapon Finesse
    Environment: Any
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 2-4 HD (Small), 5-10 HD (Medium)
    Level Adjustment: ---

    "What is a blank scroll salesman at an Evil Minions convention for?"

    "Thems ain't scrolls ma'am."

    "Evil paper? This convention is jumping the shark..."

    Palimpsests are pieces of paper used for magical scrolls that have been repeatedly washed so they can be remade into scrolls again. At least everyone assumes so, there are thousands of conspiracy theories about how this happened.


    Absoprtion (Su): If the Palimpsest successfully makes a touch attack on an opponent who is unaware of it or denied it's Dexterity Bonus to AC, it absorbs the victim in 2 rounds unless it is killed before then. Absorbed victims appear as a drawing on it's body, and a Palimpsest can absorb a maximum number of victims equal to it's Hit Dice. Absorbed victims gain one negative level per day, dying when they reach 0. Once dead, a Wish must be cast before they can be Raised or Resurrected (ditto if the Palimpsest is killed before they can be removed). To rescue a trapped victim, one of the following spells must be used: Remove Curse, Break Enchantment, Dismissal, Banishment, Wish, Limited Wish, Miracle or Freedom. Once freed, the victim loses one negative level per hour. If the Palimpsest takes more than 10 points of Electricity damage in a single round it also has a chance of releasing the victim equal to (50 plus damage done)%.

    Blind (Ex): Palimpsest are effectively Blind, making them immune to Gaze attacks, visual effects, illusions and other attacks that rely on sight.

    Skills: The Palimpsest has a +12 Racial Bonus to Disguise Checks to appear as a piece of paper.

    Combat: Palimpsests pretend to be exactly what they look like, blank sheets of paper. Once something gets close enough they strike if it is alone, or sufficiently feeble looking.
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  21. - Top - End - #1221
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    Peltast
    Tiny Aberration
    Hit Dice: 1d8+5 (9 hp)
    Initiative: +2
    Speed: 15 ft. (3 squares)
    Armor Class: 17 (+2 Size, +2 Dex, +3 Natural), touch 14, flat-footed 15
    Base Attack/Grapple: +0/-10
    Attack: Touch +4 melee (blood drain)
    Full Attack: Touch +4 melee (blood drain)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Anesthetic Touch, Blood Drain, Poison Water
    Special Qualities: Darkvision 60 ft., Immune to Poison, DR 10/slashing and piercing, SR 16, Change Shape, Tremorsense 30 ft., Fire Resilience, Symbiosis
    Saves: Fort +5, Ref +2, Will +3
    Abilities: Str 6, Dex 14, Con 20, Int 8, Wis 12, Cha 10
    Skills: Disguise +0 (+8 leather objects), Hide +10, Move Silently +4, Spot +3
    Feats: Weapon Finesse
    Environment: Any
    Organization: Solitary
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 2-3 HD (Tiny)
    Level Adjustment: ---

    "So it's evil purses and jewelry now?"

    "Strictly speakin' they hain't evil. They is minions though."

    "Do they come in white?"

    Peltasts are amorphous symbiotes looking for a 'master' to bond with who will exchange blood for their services. They can appear as any leather object of the appropriate size, while Greater Peltasts appear as any gem or crystalline object roughly the size of a human fist.

    Anesthetic Touch (Ex): The Peltast can make a melee touch attack against an adjacent opponent. If it is successful the victim must make a DC 15 Fortitude Save. If it successful, the area of skin the Peltast is touching is numbed, and not only does the victim realize contact has been made, it will not feel the Peltast's Blood Drain attack. All it must do to drain blood is reroll to maintain the touch attack each round. The numbness lasts as long as the Peltast touches it's opponent, plus 1d6 rounds.

    Blood Drain (Ex): The Peltast can drain one hit point in damage with a successful touch attack. It only needs one hit point a day to survive, but can do more if it wishes.

    Poison Water (Ex): A Peltast submerged in water rids itself of it's bodily wastes, effectively poisoning the water. Anything drinking the water (the toxin is invisible), must make a DC 18 Fortitude Save (Save DC is Con based with a +2 Racial Bonus). If it fails, it becomes Nauseated for 2d4 rounds.

    Change Shape (Ex): A Peltast can change to resemble any Tiny leather object as a Swift Action. It gains a +8 Racial Bonus to Disguise Checks to appear as any object made of leather).

    Fire Resilience: Peltasts gain a +1 Racial Bonus on Saving Throws vs. Fire.

    Symbiosis: Peltasts can become Symbiotes with Humans and Goblinoids, and will remain so long as the host is disease free and feeds it once a day. In return the Peltast can cast Neutralize Poison at will, and Cure Light Wounds 1/Day on it's host as a Spell-Like Abilities. In addition the host gains the Peltasts Spell Resistance.

    Combat: Peltasts don't initiate combat, they stealthily sneak up to targets to drain blood until they find a master they can bond with.

    Greater Peltast
    Tiny Aberration
    Hit Dice: 2d8+10 (19 hp)
    Initiative: +2
    Speed: 15 ft. (3 squares)
    Armor Class: 21 (+2 Size, +2 Dex, +7 Natural), touch 14, flat-footed 19
    Base Attack/Grapple: +1/-9
    Attack: Touch +5 melee (blood drain)
    Full Attack: Touch +5 melee (blood drain)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Anesthetic Touch, Blood Drain, Poison Water, Spell-Like Abilities
    Special Qualities: Darkvision 60 ft., Immune to Poison, DR 10/slashing and piercing, SR 20, Change Shape, Tremorsense 30 ft., Fire Resilience, Symbiosis
    Saves: Fort +5, Ref +2, Will +5
    Abilities: Str 6, Dex 14, Con 20, Int 16, Wis 14, Cha 16
    Skills: Climb +3, Concentration +8, Disguise +5 (+13 to appear as gem), Hide +12, Knowledge (Dungeoneering, Nature) +5, Move Silently +5, Spot +5, Survival +5
    Feats: Weapon Finesse
    Environment: Any
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-6 HD (Tiny)
    Level Adjustment: ---

    Anesthetic Touch (Ex): The Peltast can make a melee touch attack against an adjacent opponent. If it is successful the victim must make a DC 16 Fortitude Save (Save DC is Con based). If it successful, the area of skin the Peltast is touching is numbed, and not only does the victim realize contact has been made, it will not feel the Peltast's Blood Drain attack. All it must do to drain blood is reroll to maintain the touch attack each round. The numbness lasts as long as the Peltast touches it's opponent, plus 1d6 rounds.

    Blood Drain (Ex): The Peltast can drain one hit point in damage with a successful touch attack. It only needs one hit point a day to survive, but can do more if it wishes. The Greater Peltast also heals one hit point in damage for every point of damage it drains in this manner.

    Poison Water (Ex): A Peltast submerged in water rids itself of it's bodily wastes, effectively poisoning the water. Anything drinking the water (the toxin is invisible), must make a DC 18 Fortitude Save (Save DC is Con based with a +2 Racial Bonus). If it fails, it becomes Nauseated for 2d4 rounds.

    Spell-Like Abilities (Sp): A Greater Peltast may cast the following 1/day as Spell-Like Abilities: Slow, Suggestion, Summon Monster VI.

    Change Shape (Ex): A Greater Peltast can change to resemble any Tiny gem or crystalline object as a Swift Action. It gains a +8 Racial Bonus to Disguise Checks to appear as any object made of crystal).

    Fire Resilience: Peltasts gain a +1 Racial Bonus on Saving Throws vs. Fire.

    Symbiosis: Peltasts can become Symbiotes with Humans and Goblinoids, and will remain so long as the host is disease free and feeds it once a day. In return the Peltast can cast Neutralize Poison at will, and Cure Light Wounds 1/Day on it's host as a Spell-Like Abilities. In addition the host gains the Peltasts Spell Resistance.

    Combat: Pretty much the same as a regular Peltast, though it will use it's Spell-like Abilities to create bloodshed to feed if it has to.
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  22. - Top - End - #1222
    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: Critters II!

    Just chiming in to say that this is an incredible undertaking - I've followed you for some years and your creations continue to impress! Kudos.

  23. - Top - End - #1223
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    Not knowing that this thread existed, I made a new thread to contain a few homebrewed critters of mine (I encouraged others to follow post, but without luck). Would it be ok to repost them here, or this thread is for monsters made by bhu and only bhu?
    In memory of Evisceratus: he dreamed of a better world, but he lacked the class levels to make the dream come true.

    Ridiculous monsters you won't take seriously even as they disembowel you

    my take on the highly skilled professional: the specialized expert

  24. - Top - End - #1224
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    Quote Originally Posted by rferries View Post
    Just chiming in to say that this is an incredible undertaking - I've followed you for some years and your creations continue to impress! Kudos.
    Thanks! I try to be entertaining,

    Quote Originally Posted by King of Nowere View Post
    Not knowing that this thread existed, I made a new thread to contain a few homebrewed critters of mine (I encouraged others to follow post, but without luck). Would it be ok to repost them here, or this thread is for monsters made by bhu and only bhu?
    It's mostly my stuff but anyone can post here. I just badly need to update the front page.
    Last edited by Bhu; 2017-08-05 at 03:24 AM.
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  25. - Top - End - #1225
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    Ok, then I'll repost my stuff here.


    plastic trash mound


    huge construct
    Hit Dice: 30d10+40 (average 205 hp)
    Initiative: -3 (-3 dex)
    Speed: 6 m (20 feet, 4 squares)
    Armor Class: 15 (-2 size, -3 dex, +10 natural)
    BAB/Grapple: +22/+40
    Attack: slam +20 melee (4d8+10)
    Full Attack: 2 slams +20 melee (4d8+10)
    Space/Reach: 3 m / 3 m (10 ft / 10 ft)
    Special Attacks: entangled fishing nets, soft fists
    Special Qualities: construct traits, chemically inert, electrical insulator, thermal insulator, non-crystalline, flame retardant, dioxin smoke, unconsolidated mass, great pacific garbage patch
    Saves: fort 10 ref 7 will 10
    Abilities: str 31 dex 5 con - int - wis 11 cha 1
    Skills: -
    Feats: -
    Environment: wherever there is a large plastic concentration
    Organization: solitary
    Challenge Rating: circa 10
    Treasure: none
    Alignment: always neutral
    Advancement: 31-60 HD (Gargantuan) 61-90 HD (Colossal)
    Level Adjustment: -

    Once upon a time, a druid diviner got a glimpse of an alternated dimension. He saw plastic garbage. Piles of floating garbage as big as a small continent. Plastic garbage in the wter, in the ground, in the very guts of all living beings.
    He was horrified. He tested this new substance he saw. It resisted acids. It resisted cold. It was unaffected by lightning. It could pass through a digestive system with no damage. There wasn't a single animal, plant, mold or bacteria that was capable of eating, metabolizing or disposing of the thing in any way. Plastic's only weakness was that it could burn, but it would release smokes highly toxic for all living beings.
    Slowly, horror was replaced by realization. Nature is competition. Survival of the fittest. This plastic thing could not reproduce on its own, but it used humans to reproduce. So, a parasyte. Humans realized it was bad, but they could not stop producing it. Fascinating. A parasyte capable of dominating a whole sentient race. One immune to any predator, natural or otherwise. One that would accumulate over time, forever and ever. What better measure of biological success than a species' total biomass? And eventually, all carbon in the biosphere would be part of plastic.
    Horror was replaced with awe. Here was a superior creature. Here was the pinnacle of evolution. And druids should devote themselves to nature and evolution, so...
    All hail our disposable overlord!


    this construct is a pile of plastic garbage vaguely shaped like a 5-meter tall humanoid.

    It was created by a druid diviner who got a glimpse into the far future, saw the great pacific garbage patch, and went mad with the horror of it. He then came up with the following chain of beliefs: 1) man is part of nature 2) whatever man does must therefore also be part of nature 3) plastic is part of nature 4) plastic garbage keeps accumulating and is not eaten by anything 5) plastic garbage is therefore the pinnacle of evolution 6) plastic must therefore be revered as a godlike entity

    How I got this idea: the monster, and its whole related quest, was inspired by the ocean cleanup foundation and their effort to find a cost-effective way of cleaning the oceans.


    entangled fishing nets (Ex): a plastic trash mound trails a bundle of loose entangled fishing nets that it can use to trap opponents. As a swift action every round, it must try to hit with a ranged touch attack (+12, range 9 meters) and if it hits, it triggers a grapple check. If the golem is successful, it traps the target into the tangle of nets. A creature tangled counts as grappled for all relevant purposes. It is possible to free oneself by dealing 25 damages to the nets with a small slashing weapon. Alternatively, one can try to rip the nets (str check, deals damage equal to the result minus 15), to untangle them (use rope check, deals damage equal to the result minus 15) or to free himself with an escape artist check (DC 25). A character from outside the nets can also free one inside by damaging the nets with a slashing weapon. In any case, the broken nets keep entangling, so another creature must cut another way. The tangle of nets can contain up to two medium creatures or four small creatures. Damage dealt to the nets is not dealt to the mound. Creatures smaller than tiny can just slip through the holes.

    soft fists: a plastic trash mound's fists are not sturdy. Every opponent is treated as having a +10 natural armor against it (for all practical purposes, it can be considered a -10 to hit, which is already included in the stats) and half the damage it deals is nonletal damage.

    chemically inert: a plastic trash mound is immune to acid damage

    electric insulator: a plastic trash mound is immune to electrical damage

    thermal insulator
    : a plastic trash mound has damage reduction 20/- from cold

    non-crystalline: a plastic trash mound has damage reduction 20/- from sonic

    flame retardant
    : much plastic is treated with additives that make it fire-resistant; a plastic trash mound therefore negates one third of the damage it takes from fire.

    unconsolidated mass
    : smash around a pile of garbage, and you'll still have a pile of garbage. Weapons are less effective against a plastic trash mound, dealing only half damage.

    dioxin smoke (Ex): a plastic trash mound releases noxious fumes when burned. When it is dealt fire damage, it releases a dioxin cloud with radius of 3 meters for every 10 damages dealt. Those inside the cloud will get fast-growth tumor (DC 25 to resist, -1 to STR, DEX and CON every two hours until healed with no further saving throw, requires restoration or better spell to heal).


    great pacific garbage patch (Ex)
    : scattering a bunch of plastic won't do any good in the long run. If destroyed by physical damage, the plastic trash mound will reform in 1d3 days. It will permanently lose all the hit points it lost from fire damage. The only way to get rid of a plastic trash mound is by properly recycling its body. Burning also works, but it will trigger dioxin smoke.

    Combat: this is a mindless construct. It just swings its fists at whichever is closest, while tossing its net and whiomever is dealing it more damage. It's not exceptionally dangerous, but it is exceptionally resilient, as befitting plastic itself.

    Note: most of the creature's abilities are natural, as they are 100% natural, nonmagical properties of plastic
    Last edited by King of Nowhere; 2017-08-05 at 08:02 PM.
    In memory of Evisceratus: he dreamed of a better world, but he lacked the class levels to make the dream come true.

    Ridiculous monsters you won't take seriously even as they disembowel you

    my take on the highly skilled professional: the specialized expert

  26. - Top - End - #1226
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    WolfInSheepsClothing

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    cute fluffy infernal killer bunnies of cuddly death


    Tiny outsider
    Hit Dice: 5d8 (average 24 hp)
    Initiative: +10 (+10 dex)
    Speed: 12 meters per round (40 feet, 8 squares)
    Armor Class: 25 (+2 size, +10 Dex, +3 natural), touch 22, flat-footed 15
    BAB/Grapple: +5/-6
    Attack: bite +17 melee (1d4+1d20-3)
    Full Attack: bite +17 melee (1d4+1d20-3)
    Space/Reach: 60 cm / 0 cm (2 feet / 0)
    Special Attacks: breath weapons, electrostatic fur, extradimensional jaw
    Special Qualities: improved evasion, can't harm that cute little thing, soft insulating fur, back from death
    Saves: Fort +4, Ref +14, Will +5
    Abilities: Str 4, Dex 30, Con 11, Int 5, Wis 12, Cha 17
    Skills: hide +26, didn't bother to assign others
    Feats: weapon finesse
    Environment: infernal planes
    Organization: solitary, small group or pack
    Challenge Rating: circa 6
    Treasure: cute fluffy bunnies hoard no loot, but their bodies can be mined for spell components, and can be sold for about 500 gp each.
    Alignment: Always neutral evil
    Advancement: no idea
    Level Adjustment: no idea

    "Hans! Stop feeding the bunny your own limbs!"
    "But it's so nice! Look at how cute it is when it chews on my leg"
    "If you stop petting and start figthing, we may have enough healing to save you!"
    "Aww, nobody thinks of poor little bunny here!"
    This creature looks exactly like a cute fluffy bunny, even though it is actually a twisted infernal creature born of evilness itself. It remains cute and fluffy even as it is chewing on someone's entrails. As the hellish planes have a peculiar set of dimensions, the human mind cannot grasp the true form of what is in there. Philosophers speculated that the true form of those bunnies would kill the bravest of men with shock, but as there is no way to ascertain its true form, it will remain a conjecture.

    How i got this idea: So there I was, preparing an adventure in the lower planes, and all enemies available seemed so clichè. At some point I flipped and said "No! I don't want any huge dog with flaming eyes or stuff like that. My lower planes will be full of cute fluffy bunnies! Uhmmm... cute fluffy bunnies that will leave t-rex sized bite marks, spit fireballs, and are so cute that you need a will saving throw to even be able to hurt one of them. Seems like something to work on". And I expanded from there.



    extradimensional jaw (Ex): because of the non-euclidean way the infernal dimensions are folded, the cute fluffy bunny has a much larger jaw than it looks like. Its bite deals an extra 1d20 damage (included in the stats).

    breath weapons (Ex): choice between acid (cone, 3 meters, 4d6 damage, reflexes halves), fireball (detonation at impact, 12 meters range, 3 meters radius, 3d6 damage, reflexes halves) and electricity (line, 6 meters, 6d6 damage, reflexes halves). A cute fluffy bunny can use a breath weapon once every three rounds, regardless of which breath weapon it uses. The DC is 12 in all cases and it is CON-based

    electrostatic fur (Ex): the soft cuddly fur of the cute fluffy bunny can get charged electrostatically. After it does, a creature closing an electrical contact (touching, hitting with a metal weapon) with the bunny will get zapped with 4d6 electrical damage (reflexes halves, DC 12) and will discharge the fur. To charge its fur, the bunny must spend a full round action scratching against something. Being hit with electricity also automatically charges the fur. The DC is CON-based

    can't hurt that cute little thing (Ex): The cute fluffy bunny is so cute, many victims found they were unable to hurt it even as they were chewed/fried/melted to death. Undertaking any action to hurt a cute fluffy bunny requires a will saving throw (DC 15). If the saving throw fails, the target just loses the action making cooeing sounds. Healing or buffing an ally does not require a saving throw. Casting an area effect spell does, even if it is targeted against another creature that is hostile to the bunnies. Debuffing or charming a bunny requires a saving throw. Attacking several bunnies or casting several spells requires multiple saving throws, but using area attacks or spells only requires one, the higher, regardless of how many bunnies it influences. The DC is increased by 10 for a bunny that has not attempted to harm the target or his allies, even if other bunnies around it have. The DC is CHA-based.

    soft insulating fur (Ex): the fur of a cute fluffy bunny is so soft and warm and electrically insulating that it provides damage reduction 5/- against bludgeoning, 10/- against lightning, and 15/- against cold.

    back from death (Ex): a cute fluffy bunny can recover from large amounts of damage dealt in one single blow, to the point of melding itself back together if sliced in half. It takes multiple hits to make one stay dead. A bunny must be damaged in at least three separate blows to be killed. A bunny killed by less than three blows will regenerate completely the next round - the blows taken before death counting towards the total of three. Some powerful spells like disintegrate ignore this effect.

    Combat: cute fluffy bunnies generally fight in packs, surrounding their prey and hitting with their breath weapons. Generally one or two bunnies will instead sit and do nothing, so as to protect their peers (as it increases the will save DC against can't hurt that cute little thing when one is using area effect attacks against the whole pack of bunnies). They will also jump in front of a charging barbarian to hamper him, that kind of nonviolent obstructionism. if they are attacked by stronger opponents, they will generally scatter and try to regroup later, wearing down their foes with breath weapons. they prefer to not fight in melee if they don't have to. As infernal animals will respawn a short time after they die, they are absolutely fearless and will fight to the death in front of overwhelming odds. It is however possible to train them by offering plenty of human flesh whenever they want. Just make sure to have a disposable minion to feed them whenever they get restless. Demon lords will often do that by feeding them damned souls, who also respawn whenever killed. truly, their torment is eternal.
    Last edited by King of Nowhere; 2017-08-05 at 08:01 PM.
    In memory of Evisceratus: he dreamed of a better world, but he lacked the class levels to make the dream come true.

    Ridiculous monsters you won't take seriously even as they disembowel you

    my take on the highly skilled professional: the specialized expert

  27. - Top - End - #1227
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    WolfInSheepsClothing

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    malevolent homicidal pineapple


    gargantuan plant
    Hit Dice: 30d8+240 (average 380 hp)
    Initiative: -2 (-2 dex)
    Speed: none
    Armor Class: 30 (-4 size, -2 dex, +26 natural)
    BAB/Grapple: +22/+46
    Attack: pineapple flail +30 (4d8+16+pineapple grenade+pineapple seedlings)
    Full Attack: pineapple flail +30 (4d8+16+pineapple grenade+pineapple seedlings) and 4 spiky leaves +25 (2d6+5+needles inside)
    Space/Reach: 3 m (12 meters height) / 9 meters (10 ft (40 ft height) / 30 ft)
    Special Attacks: pineapple grenade, pineapple seedlings, needles inside, pineapple artillery
    Special Qualities: didn't see it coming, used to be somewhere else, DR 10/slashing, spell absorption, plant traits
    Saves: fort +25, ref +8, will +14
    Abilities: str 33 dex 6 con 27 int 15 wis 19 cha 6
    Skills: I didn't bother assigning them
    Feats: I didn't bother assigning them
    Environment: infernal planes; specifically, the fields of the assassins zucchini
    Organization: solitary (unique creature)
    Challenge Rating: circa 18
    Treasure: there is only one, and it has never been killed. while it has no loot, its body would certainly sell well among many wizards who would like to study it. Expect 20000 to 50000 gp for it.
    Alignment: chaotic evil
    Advancement: 31-60 hd (gargantuan) 61-90 hd (colossal)
    Level Adjustment: -

    Just a giant pineapple plant. A giant, malevolent pineapple plant throwin a limitless supply of explosive fruit that can teleport around in a place where nobody else can and is utterly undetectable from afar. So, nothing to worry about. The pineapple grows on a sort of stalk, and it is used as a sort of flail. This is also a denizen of the lower planes. it likes to kill humans, slice them latitudinally, and put them into cans, just like humans do to its smaller brethrens.

    How I got the idea: On the italian unyciclopedia, there is an article about a malevolent homicidal pineapple. It's not particularly funny, and it has nothing to do with this, but the name just stuck. As I had already introduced the cute fluffy bunnies, plus killer watermelons and assassins zucchini (which are unstatted and are more of an enigma kind of challenge; they also got inspired by the same source), the infernal planes seemed the right place for it.


    pineapple grenade (Ex): the pineapple that constitutes the beast's main weapon explodes on contact with the target, dealing 10d6 damages in a 6 meters radius (half bludgeoning for the explosion, half piercing for the shrapnel, reflexes halves, DC 33 (the DC is CON-based)). If the attack was successful, the creature hit does not receive a saving throw. Inexplicably, whenever the pineapple swings again its flail, there will be a new fruit upon it. the malevolent homicidal pineapple can damage itself that way [Note: If I get this right, since the pineapple has DR against both bludgeoning and piercing, it means that it takes 20 less damages from its own pineapple grenade]

    pineapple seedlings (Ex): a creature that took piercing damage from pineapple grenade has pineapple splinters embedded in its body. those splinters quickly grow into new plants, ripping the unfortunate from the inside. Every round (starting the round after the seedlings were planted), it will take 2d6 damages and a cumulative -2 penalty to every action that requires movement until it receives a healing check (DC 25, will do an additional d6 of damage regardless of success) or a healing spell of 3rd level or above. If a creature was damaged more than once by pineapple grenade, the damage is cumulative. If the pineapple damages itself with its own grenade, the seedlings will grow up to patch up and strengthen it, healing it for 1d6 hp per round for 10 rounds, as well as increasing its natural AC by 1.

    Needles inside (Ex): those struck by a spiky leaf are grappled by the plant (as if the pineapple had improved grab); since the plant is only using the leaf to grapple, it has a -20 penalty, and so has an overall score of +27. If the malevolent homicidal pineapple is successful, the leaf remains stuck on the target, entangling it. It takes a penalty of -2 to attacks, -4 to dexterity, has movement speed halved, and if it is a spellcaster it must pass a DC 15+spell level+damage(see below) concentration check to cast. Furthermore, the needles stuck inside the body will damage the creature if it attempt to make brisk movements; moving at more than half speed, attacking or casting a spell cause 1d6 of damage, cumulative (so moving and casting a spell is 2d6, or making three attacks as a full round attack is 3d6). After a leaf has attached to a creature that way, the pineapple instantly creates a new leaf, so it will always keep the same number of strikes.

    pineapple artillery (Ex): once per minute, as a full round action, the malevolent homicidal pineapple can fire its pineapple as a cannonball at up to 5 kilometers (3 miles) of range. hitting is a ranged attack with range increment of 500 meters (one third of a mile). On a successful hit it deals 20d6 of damage, as well as triggering pineapple grenade.

    didn't see it coming (Ex): the pineapple is invisible from farther away than 9 meters (30 ft), and it is protected from divinations as if it were affected by a permanent mind blank.

    used to be somewhere else (Su): the pineapple does not have any regular mean of locomotion, but once per round it can teleport at up to 50 meters (170 ft) of distance as a free action, in a manner similar to a spell of quickened dimensional door (except quickened dimension door is a swift action, not a free action). Notice that this mode of teleportation does work in the infernal planes, where (in my setting) most ethereal travels fail.

    spell absorption (Ex): the malevolent homicidal pineapple feeds on magic, even as it is used against it. Every spell directed against it heals it for 2d6*spell level hit points, after it has taken effect. Furthermore, every round it can absorb a spell (of its own chosing) with an ongoing duration affecting the area, or itself, as a free action, healing the same amount and dispelling the effect (so a spell with an ongoing duration heals the pineapple twice, first when it is cast on it, and then when the pinapple absorbs the spell. Despite that, those who tried to fight it found that spamming dimensional anchors is the only way to keep it pinned). On the down side, it needs huge amounts of environmental magic to sustain itself and its illogical exista, so if brough somehow in a place without the massive background thaumic radiation of the lower planes (something like, say, the prime material plane) it would whiter and die within a few days.*

    Combat: the malevolent homicidal pineapple is out for blood, and always looking for a fight. it prefers to pop in the middle of a party of surprised opponents, close enough that it can attack them but far enough that they will need to move to attack it. it then proceeds to smash its explosive pineapple in the way that will get more shrapnel damage, while using the leaves to entangle spellcasters (as fighter types will generally manage to succeed on the opposite grapple check). It will then change position every round to always give full attacks without receiving them, until all resistance is annihilated. it generally just tries to do as much area damage as possible, but it may decide to focus on an opponent it considers particularly dangerous. It could just stay out of range and hit with pinapple artillery, but it does not like to use that tactic and will only resort to it if If low on hp, it will teleport to safety; in the same way, it could greatly benefit from hitting itself with pineapple grenade to gain stacks of AC and healing, but it rarely does so, as it tends to underestimate its opponents.. If a wizard is keeping it pinned with (quickened) dimensional anchors, it will try to kill it with pineapple artillery so that it will be able to retreat.
    * The easiest way to kill this beast would therefore be to planeshift it on the prime material plane and hope it tanks its saving throw against planeshift. Unfortunately it sticks to parts of the infernal planes where planeshifting and other forms of ethereal travels do not work.
    In memory of Evisceratus: he dreamed of a better world, but he lacked the class levels to make the dream come true.

    Ridiculous monsters you won't take seriously even as they disembowel you

    my take on the highly skilled professional: the specialized expert

  28. - Top - End - #1228
    Troll in the Playground
     
    PirateGirl

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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    It was a software issue I think. Josh fixed it so the boards have migrated to te new owners. Let me back my stuff up and I'll resume posting.
    This is exactly why I put all my homebrews on my external hard drive. At worst, I reformat. Unfortunately, I don't trust any websites to keep things indefinitely. I still haven't forgiven WotC for permanently deleting their boards. I had stuff on MinMax boards but all of it is here too.

    Can we blame the internet trolls? I have no idea who wrote the Internet Troll (note it was NOT me and I take no credit for this).

    Internet Troll

    CR 5 (xp 1,600)
    CE Large Humanoid (Giant)
    Init +2; Senses Darkvision 60 ft, Low-Light Vision, Scent; Perception +8

    Defence

    AC 19, touch 16, flat-footed 17; (+2 Dex, +3 natural, +5 ego –1 size)
    HP 63 (6d8+36)
    Fort +11, Ref +4, Will +3

    Offence

    Speed 30 ft.
    Melee jaws that bite +8 (1d6+5), 2 claws that catch +8 (1d4+5)
    Special Attacks Infuriate, Unexpected Recovery
    Space 10 ft.; Reach 10 ft.

    Statistics

    Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
    Base Atk +4; CMB +10; CMD 22
    Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
    Skills Intimidate +9, Perception +8
    Languages Common, Giant
    Special Qualities Anger Feeding

    Ecology

    Environment dank basements
    Organization solitary
    Treasure standard

    Special Abilities

    Infuriate (Sp): As an attack action, an internet troll can provoke an enemy within 30 feet who can see and hear them. That enemy must succeed at a DC 21 Will Save (the DC being Constitution-based) or deal half damage with attacks and offensive abilities that don't include the internet troll as a target until the troll leaves the area, is slain, or infuriates someone else.

    Unexpected Recovery (Sp): You have put together a great argument against the troll that it can't reasonably argue against. You think you have slain it, when it retorts with a post that defies all reason and continues fighting! Once per day, as a full-round action, the troll can write a post that causes it to regain 15 hit points and gain a +2 bonus to AC and saving throws until the start of its next turn.

    Anger Feeding (Su): The Internet Troll feeds off the frustration of others. Whenever a creature misses it with an attack, it regains 1d6 hit points.

    Internet trolls are wretched beasts that live in the underside of civilization. They wander alleyways at night, catching unlucky insomniacs they finds wandering the streets and harassing them before eating them up. They dislike reason, and have a special hate for lawful characters.

    The only beings internet trolls truly fear are celestial creatures called moderators.


    Deb
    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.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  29. - Top - End - #1229
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
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    Vancouver <-> Dublin
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    Default Re: Critters II!

    Quote Originally Posted by Debihuman View Post
    This is exactly why I put all my homebrews on my external hard drive. At worst, I reformat. Unfortunately, I don't trust any websites to keep things indefinitely. I still haven't forgiven WotC for permanently deleting their boards. I had stuff on MinMax boards but all of it is here too.

    Can we blame the internet trolls? I have no idea who wrote the Internet Troll (note it was NOT me and I take no credit for this).

    Internet Troll

    CR 5 (xp 1,600)
    CE Large Humanoid (Giant)
    Init +2; Senses Darkvision 60 ft, Low-Light Vision, Scent; Perception +8

    Defence

    AC 19, touch 16, flat-footed 17; (+2 Dex, +3 natural, +5 ego –1 size)
    HP 63 (6d8+36)
    Fort +11, Ref +4, Will +3

    Offence

    Speed 30 ft.
    Melee jaws that bite +8 (1d6+5), 2 claws that catch +8 (1d4+5)
    Special Attacks Infuriate, Unexpected Recovery
    Space 10 ft.; Reach 10 ft.

    Statistics

    Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
    Base Atk +4; CMB +10; CMD 22
    Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
    Skills Intimidate +9, Perception +8
    Languages Common, Giant
    Special Qualities Anger Feeding

    Ecology

    Environment dank basements
    Organization solitary
    Treasure standard

    Special Abilities

    Infuriate (Sp): As an attack action, an internet troll can provoke an enemy within 30 feet who can see and hear them. That enemy must succeed at a DC 21 Will Save (the DC being Constitution-based) or deal half damage with attacks and offensive abilities that don't include the internet troll as a target until the troll leaves the area, is slain, or infuriates someone else.

    Unexpected Recovery (Sp): You have put together a great argument against the troll that it can't reasonably argue against. You think you have slain it, when it retorts with a post that defies all reason and continues fighting! Once per day, as a full-round action, the troll can write a post that causes it to regain 15 hit points and gain a +2 bonus to AC and saving throws until the start of its next turn.

    Anger Feeding (Su): The Internet Troll feeds off the frustration of others. Whenever a creature misses it with an attack, it regains 1d6 hit points.

    Internet trolls are wretched beasts that live in the underside of civilization. They wander alleyways at night, catching unlucky insomniacs they finds wandering the streets and harassing them before eating them up. They dislike reason, and have a special hate for lawful characters.

    The only beings internet trolls truly fear are celestial creatures called moderators.


    Deb
    Ha, you may not have created it but I'm glad you're sharing it. I feel like they should have the mindless quality too, operating on simple inflammatory instinct :D

  30. - Top - End - #1230
    Titan in the Playground
     
    Bhu's Avatar

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    Hell itself (Ohio)
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    Male

    Default Re: Critters II!

    Xaver
    Small Aberration
    Hit Dice: 3d8+3 (16 hp)
    Initiative: +5
    Speed: 25 ft. (5 squares)
    Armor Class: 20 (+1 Size, +1 Dex, +8 Natural), touch 12, flat-footed 19
    Base Attack/Grapple: +2/-1
    Attack: Whack +4 melee (1d4+1)
    Full Attack: Whack +4 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Corrosion
    Special Qualities: Darkvision 90 ft., Immunities, SR 20, Cold Vulnerability, Slow Metabolism
    Saves: Fort +2, Ref +2, Will +5
    Abilities: Str 12, Dex 12, Con 12, Int 10, Wis 14, Cha 10
    Skills: Disguise +2 (+10 to appear as sword), Jump +11, Knowledge (Dungeoneering) +1, Listen +4, Spot +4, Tumble +4
    Feats: Ability Focus (Corrosion), Improved Initiative
    Environment: Any
    Organization: Solitary, Pair, or Family (3-6)
    Challenge Rating: 1
    Treasure: None
    Alignment: Usually Lawful Neutral
    Advancement: 4-6 HD (Small), 7-9 HD (Medium)
    Level Adjustment: ---

    "Fake sword minions? Really?"

    "We got minions pretendin' ta be put near everythin' else."

    "We concede your point, but still..."

    Xavers are weird abominations that have evolved (*cough* been made by Wizards) to look like swords or other metallic weaponry. They use this to draw humanoid prey with metal objects close, as they feed on metal themselves.

    Corrosion (Ex): A Xaver that makes a successful touch attack causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 19 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.

    A metal weapon that deals damage to a Xaver corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.

    Immunities: Xavers are immune to fire, poison and electricity damage. They do conduct heat however, and any successful fire attack that would do 10 damage or better heats the Xaver as if it were subject to a Heat Metal spell. This doesn't affect the Xaver, but may hurt those touching it. Xavers are immune to damage from metal weapons.

    Cold Vulnerability (Ex): Xavers take 1 extra damage per die from cold attacks.

    Slow Metabolism (Ex): Xavers can go for 1 year per point of Con Modifier without eating before they need to make Fortitude Checks to avoid starvation.

    Skills: Xavers get a +8 Racial Bonus to Jump Checks, and to Disguise Checks when trying to appear as swords.

    Combat: Xavers wait for others to get close before whacking them with their own bodies. Presumably they have nothing much in the way of a nervous system, cause you gotta assume that hurts.
    Revised avatar by Trixie, New avvie by Crisis21!
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