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Thread: Critters II!

  1. - Top - End - #1051
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    Default Re: Critters II!

    Editing on the chinese critters is temporarily suspended, as my source has lost his laptop to technical problems.

    In the meantime:

    Soulless

    Soulless is an Inherited Template that can be applied to any Humanoid while in the womb. It is the result of a botched attempt using Necrocarnum to shield a towns children from the ravages of a local Souleater that became too powerful for anyone to put down. They have become a double edged sword. The children all universally have the same hair, eyes, and skin. They are pale with steely eyes, and whitish hair. Their 'soul' is protected from the ravages of the Undead because they are not truly alive themselves. They show little to nothing in the way of emotion, remorse, or empathy. They do not understand others pain or emotions because they have never experienced it themselves. Worse yet, what one knows all of them know, so they learn quickly to hide their true nature, and can pool their accumulated skills amongst each other. The Souleater has long been slain by them, and now several mountain villages are populated entirely by the Soulless.

    Size and Type: Size is Unchanged. Type becomes Undead with the Evil and Incarnum Subtypes. It loses all other Alignment based Subtypes.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Unchanged.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks:
    Retains all Special Attacks of the Base Creature, plus gains the following:

    Essentia Drain (Ex): The Soulless may make a melee touch attack to drain 1d4 essentia from any meldshaper. If the opponent does not have Essentia it drains 1d4 Con instead. The victim can make a Fortitude Save (Save DC is Charisma based) to avoid this effect. It heals 5 hit points on a successful drain, and gains Essentia equal to the Essentia or Con lost by it's victim. If it's Drain is successful, the Essentia/Con is regained 1 hour later by the victim.

    Essentia Pool: A Soulless has an Essentia Pool equal to it's Hit Dice, but starts with nothing in it. In order to gain Essentia to use it must use its Essentia Drain attack. Whenever it gains Essentia it may invest it in the following abilities, but can only invest in each ability once per 24 hours (each ability lasts 24 hours):

    Gain a +1 Insight Bonus to a specific Saving Throw per 1 Essentia invested.

    Gain a +1 Insight Bonus to AC per 1 Essentia invested.

    Gain a +1 Insight Bonus to the Save DC of your Energy Drain ability per 1 Essentia invested.

    Gain a +1 Enhancement Bonus on Attack rolls per 2 Essentia invested.

    Gain a +1 Enhancement Bonus on Damage rolls per 2 Essentia invested.

    Spend 1 Essentia to avoid the need to breathe, eat, sleep or drink for 24 hours.

    Increase your Turn Resistance by +1 per Essentia invested. If this option is chosen they lose their immunity to methaods to detect the Undead for 24 hours

    Increase your base land speed by +5 ft per Essentia invested

    Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

    Incarnum Sense (Ex): The Soulless effectively have Blindsight with a 60 ft. range, but only to detect Meldshapers, creatures with the Incarnum Subtype, or objects invested with Essentia.

    False Life (Ex): While Soulless are Undead they do not appear to be so. They appear to need to eat, drink, sleep and breathe the same as any other member of their parent race. They have a pulse, they appear to have all normal bodily functions (including temperature), and can even sire/bear children. They do not register as Undead against spells or abilities that would detect such, and have +4 Turn Resistance.

    Hive Mind (Ex): All Soulless within 50 miles of each other are in constant telepathic communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Soulless in a group is considered flanked unless all of them are. Due to this they rarely speak to one another as they have no need to.

    Saves: Unchanged

    Abilities: All mental scores are set at 18 plus Racial modifier. Con becomes -.

    Skills: Unlike most Undead, the Soulless gain (8+Int Modifier) skill points per level, so long as they grew up in a community of their own. Even loners gain (4+Int Modifier) due to being able to pick up things through osmosis.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Unchanged, but generally fewer in number than the parent species.

    Challenge Rating: +2

    Treasure: Unchanged

    Alignment: Always Neutral Evil

    Advancement: Unchanged, usually by Class (but cannot take any class that gives them an Essentia Pool).

    Level Adjustment: N/A, Soulless are not meant to be PC's.
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  2. - Top - End - #1052
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    still awaiting help to redo the chinese critters, so in the meantime here's this:

    Daourkind

    Daourkind is an acquired Template that can be applied to any Humanoid. A Daourkind is not a normal ocurrence, but the result of a hideous necromantic curse. Once a Necromancer has successfully cursed an enemy that person slowly begins dying, and eventually a Daoukind erupts from their body. Effectively the curse provides the Necromancer with a hideous undead minion. The owner must be careful however. To keep the Daourkind under control it must be fed blood once a month, but it must also be prevented from eating raw meat. Once it tastes raw flesh, a Daourkind will find it irresistible, and seek it out, becoming more uncontrollable the more it eats. They are also insanely jealous, and anyone that their master pays attention to (such as friends, spouses, lovers) will inevitably be murdered by the Daourkind the moment the master is absent and unable to order them not to.

    Size and Type: The base Creature loses two Size Categories (i.e. a Medium Humanoid would become a Tiny Daourkind), and Type changes to Undead with the Chaos, Evil and Shapechanger Subtypes.

    Hit Dice: All current and future Hit Dice become d12's.

    Speed: Gains a Climb speed equal to half it's Land speed.

    Armor Class: The Base Creature's Natural AC Bonus (if any) increases by +4 (and it gains this Bonus if it does not have a Natural AC Bonus). This Bonus increases by +2 for each 5 Hit Dice the Daourkind possesses (i.e. +6 at 5 HD, +8 at 10 HD, +10 at 15 HD, etc).

    Attacks: The Daourkind gains Claw and Bite attacks if it does not already possess them. It gains 2 Claws and a Bite with a Full attack.

    Damage: The Daoukinds Claws do 1d4 plus Str Modifier if the Base Creature is Medium, and 1d3 plus Str Modifier if the Base Creature is Small. Bite is 1d4/1d3 plus half Str Modifier.

    Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

    Spell Like Abilities (Sp): At Will: Augury, Bane, Bless, Comprehend Languages. 1/Day: Bestow Curse, Contagion, Speak With Dead. Caster Level is equal to Hit Dice.

    At 5 Hit Dice its powers increase. 3/day: Bestow Curse, Contagion, Speak With Dead. 1/day: Dispel Good, Divination, Unhallow.

    They increase again at 10 HD: 3/day: Dispel Good, Divination, Unhallow. 1/day: Harm, Legend Lore.

    They increase again at 15 HD: 3/day: Harm, Legend Lore. 1/day: Blasphemy, Greater Scrying.

    They increase again at 20 HD: 1/day: Discern Location, Unholy Aura.

    Shapeshifter (Su): The Daourkind may cast Polymorph at will as a Supernatural Ability (Caster Level is equal to it's Hit Dice) It has some limits, however. It may only cast it upon itself, and is limited to Animals, Humanoids, Plants and Vermin. At 5 Hit Dice it may also become Fey or Giants. At 10 HD it can also become Magical Beasts or Monstrous Humanoids. At 15 HD it can become Aberrations or Oozes. At 20 HD it gains the ability to Shapechange as per the spell instead.

    Growth (Su): Daourkind have a compulsion to eat raw meat, for reasons they will not initially understand, Initially this is a DC 10 Willpower Save, easily enough met. And so long as it is fed blood it doesn't need to make the Save. But if it is ever not fed or it's Master harms it (or forms a relationship with another being) it must begin making the Saves each day with a cumulative +1 to the Save DC until it fails or is fed. Once it fails the Check it will seek out and devour raw meat. Each time it consumes at least a pound of raw meat it gains 1 Hit Die, increasing both it's power and the likelihood it will break free of it's master. Once it gains a Hit Die it must make a Save DC daily, with the Save DC becoming +1 higher each day until it eats again. It will not tel it's Master it has eaten raw meat unless asked, and many a Master has been undone in this manner. At 5 Hit Dice the Daourkind becomes one Size Category larger, gaining +4 Str, +2 Cha. At 10 Hit Dice it becomes 2 Size Categories larger, gaining another +4 Str, +2 Cha. At 15 Hit Dice it becomes 3 Sizes larger, gaining another +8 Str, +2 Cha. It continues to gain 1 Size Category at 20 HD and every 5 Hit Dice thereafter until it maxes out at Colossal (gaining another +8 Str, +2 Cha for each Size increase.

    Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

    Familiar (Su): If the Daourkind's owner has a Familiar, the Daourkind kills and replaces that Familiar (the owner does not lose hit points for it's Familiar dying in this way). While the Daourkind gains (or bestows) none of the usual benefits a Familiar has, it is linked to it's master. As long as it is within one mile it knows it's Masters exact location at all times, knows his condition as if it permanently had the effects of a Status spell in it's Masters person, and can communicate with him telepathically. The master can transfer ownership of the Daourkind if he wishes, but will generally only do this when he is ready, or expected to, pass on. If he does not pass it on the Daourkind is freed upon his death and being uncontrolled will begin eating raw meat to gain power. So long as the Daourkind has less Hit Dice than it's Master it must obey him within limits. The Master cannot order the Daourkind to perform self-destructive acts, and must give it special treats if he asks the Daourkind to perform dangerous tasks (though the Daourkind will willingly defend the Master from assault if someone attacks him). Once the Daourkind has Hit Dice equal to or exceeding the Masters Hit Dice, it starts becoming more and more uncontrollable. At equal Hit Dice the Master must succeed at an opposed Level Check to order the Daourkind, but gains a +6 Circumstance Bonus on the check. For each Hit Die the Daourkind exceeds his, the Bonus lowers by 2, until it becomes a -2 Penalty when it has 4 Hit Dice more than the Master. If the Master fails a Level Check the Daourkind refuses to obey, and the Master cannot try again for 24 hours. If he fails 3 Level Checks, the Daourkind is freed, and will likely murder him before moving on to killing every other living thing in the area. If the Daourkind is not fed it's monthly ration of blood, or its Master flaunts a relationship with another (or harms it or asks it to harm itself), then the Daourkind may make an Opposed Level Check with a cumulative +1 for each day it is not fed or it's Master deliberately angers it. Each time it succeeds in a Check it may disobey it's Master for 24 hours, and if it ever makes three successful Checks it is freed.

    Damage Reduction (Ex): At 5 Hit Dice the Daourkind gains DR x/Cold Iron (X is equal to it's Hit Dice).

    Turn Resistance (Ex): At 5 Hit Dice the Daourkind gains Turn Resistance equal to half it's Hit Dice rounded down (i.e. a 5 Hit Dice Daourkind has +2 Turn Resistance). At 15 Hit Dice it gains immunity to Turn Undead instead.

    Fast Healing (Ex): At 5 Hit Dice the Daourkind gains Fast Healing X, where X is equal to it's Hit Dice.

    Dark Power (Su): At 5 HD the Daourkind gains an Enhancement Bonus to Saving Throws and a Deflection Bonus to AC. The Bonus is equal to it's Hit Dice divided by 5, rounded down.

    Saves: Unchanged.

    Abilities: +2 Str, +2 Dex, +2 Wis, +4 Cha. -4 Int. As an Undead it has no Con score.

    Skills: Unchanged. May need to be recalculated due to growth or Int changes.

    Feats: Unchanged.

    Environment: Any

    Organization: Usually Solitary.

    Challenge Rating: CR becomes equal to Hit Dice.

    Treasure: Unchanged.

    Alignment: Always Chaotic Evil.

    Advancement: See the Growth Ability listed above.

    Level Adjustment: N/A, Daourkind are not intended to be PC's.
    Last edited by Bhu; 2015-04-17 at 03:51 PM.
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  3. - Top - End - #1053
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    Default Re: Critters II!

    Quote Originally Posted by Shapeshifter (Su):
    The Daourkind may cast Polymorph at will as a Supernatural Ability (Caster Level is equal to it's Hit Dice) It has some limits, however. It may only cast it upon itself, and is limited to Animals, Humanoids, Plants and Vermin. At 5 Hit Dice it may also become Fey or Giants. At 10 HD it can also become Magical Beasts or Monstrous Humanoids. At 15 HD it can become Aberrations or Oozes. At 20 HD it gains the ability to Shapeshift as per the spell instead.
    If you are talking about the 9th level super-polymorph spell, it is Shapechange.

  4. - Top - End - #1054
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    Default Re: Critters II!

    What is the shapeshifter subtype? Or do you mean Shapechanger Subtype?
    '

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  5. - Top - End - #1055
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    I has fixed.

    Also finished Chestburster on previous page
    Last edited by Bhu; 2015-04-17 at 03:54 PM.
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  6. - Top - End - #1056
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    http://www.mythicalcreatureslist.com...reature/Chindi

    http://en.wikipedia.org/wiki/Chiindii

    http://www.navajocentral.org/navajot...os_ghosts.html

    Chindi

    Chindi is an Acquired Template that can be applied to any deceased, corporeal Humanoid. The Navajo believe that the final breath that leaves the body contains all of a man's sins, everything that made him Evil in the world. For this reason they make sure their dead expire outside, as anytime someone dies inside the building must be abandoned or ritually cleansed before it can be used again. The ghost will eventually disperse naturally, but in the meantime it is attracted to it's former body and belongings, or mentions of it's name. Accordingly, the dead are not spoken of, their possessions are burned, and their body is avoided. Contact with the Chindi can cause what is known as Ghost Sickness. Navajo Witches often inflict this sickness on others with beads or powders made of corpse bone, which they implant in the victims body. Chindi are invisible and Incorporeal, a small dust devil (known as chiindii) being the only sign of their presence. Clockwise dust devils are said to be the spirits of men who were mostly good, while those that spin counter clockwise are men who were wholly evil. The Navajo often make necklaces of cedar berries and turqoise to keep the spirits at bay.

    Size and Type: Size is unchanged, Type changes to Undead with Incorporeal Subtype.

    Hit Dice: All current and future Hit Dice become d12's, and hp must be recalculated.

    Speed: Ghosts have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability.

    Armor Class: Chindi gain a Deflection Bonus to their AC equal to their Cha Modifier (minimum +1), and lose any Natural Armor AC Bonus.

    Attacks: Retains no physical attacks of the base creature.

    Damage: Retains no physical attacks of the base creature.

    Special Attacks: Loses all Special Attacks of the Base Creature, but gains the following:

    Dust Devil Manifestation (Su): Chindi are limited in their ability to Manifest. This is the same as the Ghost Ability in the Monster Manual for the most part, except the Chindi appears as a Small dust devil or whirlwind. If the base creature died within a building, the Chindi is always present there until it eventually disperses, and can Manifest at any time. If the base creature died outside the Chindi wanders aimlessly, with certain exceptions. People who violate certain taboos (see the massive list above), must make an opposed Hide vs Listen Check. If the Chindi succeeds in it's Listen Check it can immediately appear and Manifest at the taboo breakers location, regardless of distance. The Chindi's Listen Check also takes no modifiers for distance. It can quite literally be a hundred miles away, but if you speak of it too often, it will still appear before you. It may also Manifest freely at any time near it's grave, or possessions it had in life.

    Ghost Sickness (Su): Anyone coming in contact with a Chindi must make a Willpower Save or contract Ghost Sickness (Save DC is 10 plus 1/2 Hit Dice plus Cha Modifier). Incubation period is 1 day. Damage is 1 Con and 1 Wis. If the victim fails his Save by 5 or more this is permanent Drain instead of damage. Successful saves do not allow the character to recover. Only magical healing can save the character. If the character ever fails a save twice in a row it must make a Saving Throw (same DC) or roll on the following chart for additional symptoms:

    1: Fatigue: Victim doesn't heal hit point or ability damage until his next successful Saving Throw against the disease.
    2: Depression: Victim becomes Sickened until he gets 8 hours rest.
    3: Fainting Spells: Anytime the victim fails a Fortitude Saving Throw by 5 or more he becomes unconscious for 1 round.
    4: Hallucinations: Anytime the victim fails a Willpower Saving Throw by 5 or more he becomes helpless for 1 round.
    5: Sleep disturbances: Victim doesn't sleep for 24 hours, becoming Fatigued until he gets rest (and incidentally not regaining spells or other abilities requiring rest or meditation).
    6: Confusion: Victime becomes confused as per the spell until his next successful Saving Throw against the disease.

    Special Qualities: Loses all Special Qualities of the Base Creature, but gains the following:

    Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is perform the appropriate magical rituals.

    Turn Immunity (Ex): Chindi cannot be Turned or Destroyed.

    Vulnerabilities: The Navajo use necklaces of Ghost Beads (i.e. Turquoise and Juniper Berries) to keep ghosts at bay. If an opponent is wearing Ghost Beads on his person, a Chindi must make an opposed Level Check or it cannot approach within 10 feet of him.

    Saves: Unchanged.

    Abilities: Same as the base creature, except that the ghost has no Constitution score, and its Charisma score increases by +4.

    Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks.

    Feats: Unchanged.

    Environment: Any, usually same as base creature.

    Organization: Usually Solitary.

    Challenge Rating:
    +0

    Treasure: None.

    Alignment: Any, but usually Evil as they embody the worst of people.

    Advancement: Usually not applicable. Chindi tend to dissipate before they can advance in Hit Dice.

    Level Adjustment: N/A, Chindi are not meant to be PC's.
    Last edited by Bhu; 2015-05-09 at 04:32 PM.
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  7. - Top - End - #1057
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    Default Re: Critters II!

    Ghost fever at the moment is just annoying, but hardly deadly, only with sleep disturbances would the con and wis damage accumulate faster than they can rest to recover it. Whether this is intentionally, I don't know.

  8. - Top - End - #1058
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    I has modified :D
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    slight wip

    Yaggol (Dragonlance)
    Medium Aberration
    Hit Dice: 9d8+18 (58 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +6/+10
    Attack: Slam +10 melee (1d6+4)
    Full Attack: 2 Slams +10 melee (1d6+4) and 4 Tentacles +5 melee (1d4+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Mind Blast, Improved Grab, Extract
    Special Qualities: SR 18, Camouflage
    Saves: Fort +5, Ref +5, Will +10
    Abilities: Str 18, Dex 14, Con 14, Int 6, Wis 14, Cha 14
    Skills: Bluff +2, Hide +8, Intimidate +4, Listen +2, Move Silently +8, Spot +2, Survival +5
    Feats: Closed Mind, Force of Will, Iron Will, Stealthy
    Environment: Warm Forest
    Organization: Gang (2-4), squad (11-20 plus 2 3rd-level sub-chiefs and 1 chief of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sub-chief per 10 adults, 5 5th-level chiefs, and 3 7th-level war-chiefs)
    Challenge Rating:
    Treasure: Standard
    Alignment: Usually Lawful Evil
    Advancement: By Character Class
    Level Adjustment: +

    Yaggol are Mindflayers that have regressed culturally and lost the use of most of their mental abilities. Psionically blind they have no access to psychic powers other than a pitiful remnant of their once powerful Mind Blast. They resemble taller more robust Mindflayers with three fingered hands whose fingers are jointed in a manner that allows each one to oppose the other two. Their skin often shifts colors in a chameleon like display, and because of this they wear little more than loincloths (except for the robed elders). They speak Yaggol, and the language of any nearby race. Yaggol are asexual, and spend the first 5 years of their lives as tadpoles, hoping not to be cannibalized. Their lack of access to the Mindflayers secrets mean they can no longer create Illithidae, Kezreth, Mind Worms, Nerve Swimmers, Nyrala Golems, Octopin, Voidmind Creatures and other servitors. The truly lucky ones may have some Oortlings left. Optional Illithid breeds using non-standard humanoids, such as the Brainstealer Dragon, Mindwitness, Mozgriken, Tzakandi, Uchuulon, and Urophion are now beyond their abilities as they no longer are viable enough to mix with them.

    Degenerate Mind Blast (Su): Once per hour as a Standard Action the Yaggol may Mind Blast all beings within 10' of it's location. Other Yaggol and Illithids are immune to this, and the Yaggol is Stunned for 1 round after using this power. Opponents within the Area of Effect must make a DC 16 Willpower Save (Save DC is Charisma Based) or take 3d6 damage.

    Improved Grab (Ex): If the Yaggol hits a Small, Medium, or Large Opponent with it's Tentacle Attack, it may make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If the Yaggol begins it's turn with a single tentacle attached, it may then try to attach the other three with a successful Grapple Check (made with a +2 Bonus for each tentacle that was attached at the beginning of the turn).

    Extract (Ex): A Yaggol that begins it's turn with all 4 tentacles attached to an opponent may kill it with a successful Grapple Check. This does not work on Constructs, Elementals, Oozes, and Undead; nor is it immediately fatal to creatures with multiple heads.

    Camouflage (Ex): This is identical to the Ranger Ability of the same name listed in the PHB.

    Combat: Yaggol ambush from hiding, swarming around prey and immediately going for the grapple.


    [size=12pt]Alhoons[/size] Yaggol who become casters use the usual Alhoon Template in Lords of Madness. Most are Sorcerers as opposed to Wizards.

    YAGGOL RACIAL TRAITS
    · +2 Strength, +4 Dex, +4 Constitution, +4 Wisdom, +4 Charisma, -4 Intelligence (minimum 3).
    · Size Class: Medium
    · Aberration, giving them Low Light Vision
    · Base land speed 30 ft.
    · Degenerate Mind Blast (Su): Once per hour as a Standard Action the Yaggol may Mind Blast all beings within 10' of it's location. Other Yaggol and Illithids are immune to this, and the Yaggol is Stunned for 1 round after using this power. Opponents within the Area of Effect must make a DC 16 Willpower Save (Save DC is Charisma Based) or take 3d6 damage.
    · Improved Grab (Ex): If the Yaggol hits a Small, Medium, or Large Opponent with it's Tentacle Attack, it may make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If the Yaggol begins it's turn with a single tentacle attached, it may then try to attach the other three with a successful Grapple Check (made with a +2 Bonus for each tentacle that was attached at the beginning of the turn).
    · Extract (Ex): A Yaggol that begins it's turn with all 4 tentacles attached to an opponent may kill it with a successful Grapple Check. This does not work on Constructs, Elementals, Oozes, and Undead; nor is it immediately fatal to creatures with multiple heads.
    · Spell Resistance (Ex): The Yaggol has Spell Resistance equal to x + CR.
    · Camouflage (Ex): This is identical to the Ranger Ability of the same name listed in the PHB.
    · +4 Natural Armor Bonus.
    · Racial Hit Dice: A Yaggol begins with nine levels of Aberration, which provide 9d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +3, Ref +3, and Will +6. A Yaggol's Aberration levels give it skill points equal to 12 × (2 + Int modifier, minimum 1) and 4 Feats. It's class skills are Bluff, Hide, Intimidate, Listen, Move Silently, Spot, Survival.
    · Yaggols have a Primary Slam attack doing 1d6 plus Strength Bonus, and a Secondary Tentacle Attack doing 1d4 plus half Str Bonus. They get 2 Slam and 4 Tentacle attacks with a Full Attack.
    · Automatic Languages: Yaggol. Bonus Languages: Common, any nearby race.
    · Level Adjustment: +
    · Favored Class: Barbarian or Cleric
    Last edited by Bhu; 2015-07-24 at 07:29 PM.
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  10. - Top - End - #1060
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    Ulitharid, Yaggol (Dragonlance)
    Large Aberration
    Hit Dice: 13d8+52 (110 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (-1 Size, +2 Dex, +6 Natural), touch 11, flat-footed 15
    Base Attack/Grapple: +9/+19
    Attack: Slam +14 melee (1d8+6)
    Full Attack: 2 Slams +14 melee (1d8+6) and 4 Tentacles +9 melee (1d6+3) and 2 Long Tentacles +9 melee (1d8+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Mind Blast, Improved Grab, Extract
    Special Qualities: SR 20, Camouflage
    Saves: Fort +8, Ref +6, Will +12
    Abilities: Str 22, Dex 14, Con 18, Int 8, Wis 14, Cha 18
    Skills: Bluff +8, Diplomacy +8, Hide +4, Intimidate +8, Knowledge (any 1) +3, Listen +2, Move Silently +4, Sense Motive +2, Spot +2, Survival +2
    Feats: Closed Mind, Force of Will, Improved Initiative, Iron Will, Stealthy
    Environment: Warm Forest
    Organization: Solitary or court (30-100 Yaggol plus 150% noncombatants plus 1 3rd-level sub-chief per 10 adults, 5 5th-level chiefs, and 3 7th-level war-chiefs)
    Challenge Rating:
    Treasure: Double Standard
    Alignment: Lawful Evil
    Advancement: By Character Class
    Level Adjustment: +

    Ulitharids are much rare among the degenerate Yaggol, numbering perhaps as much as 1 in a thousand. As usual they are a larger version of the standard Illithid with excess Tentacles.

    Degenerate Mind Blast (Su): Once per hour the Yaggol may Mind Blast all beings within 10' of it's location as a Standard Action. Other Yaggol and Illithids are immune to this, and the Yaggol is Stunned for 1 round after using this power. Opponents within the Area of Effect must make a DC 20 Willpower Save (Save DC is Charisma Based) or take 3d6 damage.

    Improved Grab (Ex): If the Yaggol hits a Small, Medium, or Large Opponent with it's Tentacle Attack, it may make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If the Yaggol begins it's turn with a single tentacle attached, it may then try to attach the other three with a successful Grapple Check (made with a +2 Bonus for each tentacle that was attached at the beginning of the turn).

    Extract (Ex): A Yaggol that begins it's turn with all 4 tentacles attached to an opponent may kill it with a successful Grapple Check. This does not work on Constructs, Elementals, Oozes, and Undead; nor is it immediately fatal to creatures with multiple heads.

    Camouflage (Ex): This is identical to the Ranger Ability of the same name listed in the PHB.

    Combat: Yaggol have their underlings attack for them, using ambush tactics or ranged weapons if they must fight themselves.
    Last edited by Bhu; 2015-07-24 at 07:30 PM.
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  11. - Top - End - #1061
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    PirateGirl

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    Default Re: Critters II!

    Bhu, Mind Blast doesn't normally cause damage. It is normally a cone that stuns its victims for 3d4 rounds. See Monster Manual 3.5 pg. 187. It is also Sp not Su. If you are changing it so much, you might want to rename it as well.

    Spell resistance for the yaggol seems to be double its HD rather than based off CR. YOu might want to check racial traits for this.

    I don't think Dragonlance is a Subtype. :-p This probably should be named Illithid, Yoggol (Psionic).

    Debby
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  12. - Top - End - #1062
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    I'm translating the Yaggol from 2e, that's how their Mind Blast works. The Dragonlance isn't a subtype since it's next to the name, it's just a notation what world they're from. I'm also expanding on them a lil too.


    Elder Brain, Yaggol (Dragonlance)
    Large Aberration
    Hit Dice: 28d8+420 (546 hp)
    Initiative: +5
    Speed: 10 ft. (2 squares), fl y 30 ft. (good), swim 30 ft. (Elder brains use their base speed only when they are relocating
    themselves to a new pool.)
    Armor Class: 32 (-1 Size, +1 Dex, +22 Natural), touch 10, flat-footed 31
    Base Attack/Grapple: +21/+30
    Attack: Tendril +25 melee (1d6+5 plus Extract)
    Full Attack: 4 Tendrils +25 melee (1d6+5 plus Extract)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Extract, Improved Grab, Mind Blast, Spells
    Special Qualities: Blindsight 240 ft., Bud Brain Golem, Damage Reduction 15/Adamantine, Regeneration 10, Resistance to Cold 10 and Fire 10, Spell Resistance 34, Telepathic Awareness
    Saves: Fort +28, Ref +14, Will +27
    Abilities: Str 21, Dex 13, Con 40, Int 16, Wis 22, Cha 24
    Skills: Bluff +17, Concentration +25, Diplomacy +17, Intimidate +20, Knowledge (arcana) +15, Knowledge (history) +15, Knowledge (the planes) +15, Listen +18, Sense Motive +16, Spellcraft +19, Spot +18, Survival +16
    Feats: Alertness, Epic Spell Focus (Enchantment), Epic Spell Penetration, Greater Spell Focus (Enchantment), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Spell Focus (Enchantment), Weapon Focus (Tendril)
    Environment: Underground
    Organization: Solitary
    Challenge Rating:
    Treasure: Standard
    Alignment: Always Lawful Evil
    Advancement: 29-42 HD (Large), 43-84 HD (Huge)
    Level Adjustment: ---

    Very, very few of the Yaggol communities still remember the processes for creating an Elder Brain, and their efforts are somewhat flawed. This hardly makes the Elder Brain a less vicious opponent. It just relies on Sorcery instead of psionics.

    Extract (Ex): An elder brain that begins its turn with a tendril attached to an opponent and makes a successful grapple check
    automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. Extraction is not instantly fatal to foes with multiple heads.

    Improved Grab (Ex): To use this ability, an elder brain must hit a Small to Gargantuan creature with its tendril attack. If it gets a hold, it sinks the tendril into the opponent’s head and can try to extract in the next round. The opponent can escape with a single successful grapple check or Escape Artist check, but the elder brain gets a +2 circumstance bonus for the deep attachment, and the opponent takes 1d6 points of damage from ripping the tendril free.

    Degenerate Mind Blast (Sp): Once per Minute the elder brain may Mind Blast all beings within 50' of it's location as a Standard Action. Other Yaggol and Illithids are immune to this, and the elder brain is Stunned for 1 round after using this power. Opponents within the Area of Effect must make a DC x Willpower Save (Save DC is Charisma Based) or take 6d6 damage.

    Spells: The Elder Brain may cast spells as a Sorcerer equal to it's Hit Dice.

    Bud Brain Golem (Ex): Once per day, an elder brain can bud a portion of its flesh, forming a golemlike creature composed of fused and
    hardened brains. An elder brain can never have more than three active brain golems at a time.

    Regeneration (Ex): An elder brain takes normal damage from sonic- and acid-based attacks.

    Telepathic Awareness (Su): Within a radius of 350 feet, the elder brain detects all creatures whose minds are not shielded with an effect such as mind blank, even through solid rock. Within this same range, it can communicate with any creature that has a language.

    Combat: Unlike most Elder Brains, the Yaggol rarely uses it's mind blast as it is flawed. It relies on it's spells and Golem protectors until victims get within range of it's tendrils
    Last edited by Bhu; 2015-07-24 at 07:31 PM.
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  13. - Top - End - #1063
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    PirateGirl

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    Default Re: Critters II!

    Note: Will saves are not Willpower. Also, perhaps you should call it Degenerate Mind Blast (since Mind Blast is a specific Psionic ability). Using this is a standard action isn't it?

    Debby
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    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.
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  14. - Top - End - #1064
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    Default Re: Critters II!

    Name changed to degenerate mind blast, action type added

    The God of the Black Pyramid (Dragonlance)
    Large Undead
    Hit Dice: 13d12 (156 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares), climb 20 ft.
    Armor Class: 22 (-1 Size, +6 Dex, +7 Natural), touch 15, flat-footed 14
    Base Attack/Grapple: +6/+18
    Attack: Slam +12 melee (1d8+8 plus energy drain)
    Full Attack: 2 Slams +12 melee (1d8+8 plus energy drain) and 4 Tentacles +7 melee (1d6+4 plus energy drain) and 2 Long Tentacles +7 melee (1d8+4 plus energy drain)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Mind Blast, Improved Grab, Extract, Blood Drain, Energy Drain
    Special Qualities: SR 25, Invisibility, Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, Turn Resistance +4, Mindless, Unholy Endurance, undead traits
    Saves: Fort +4, Ref +10, Will +12
    Abilities: Str 26, Dex 22, Con -, Int -, Wis 18, Cha 18
    Skills: -
    Feats: -
    Environment: Warm Forest, Underground
    Organization: Unique
    Challenge Rating:
    Treasure: None, but presumably the pyramid holds something
    Alignment: Chaotic Evil
    Advancement: 14+ HD (Large)
    Level Adjustment: ---


    Deep within the Jungles of the Yaggol is a crumbling pyramid of black stone. It predates their arrival, and they hold it in superstitious terror. Dwelling within it is a lone Yaggol, who has somehow fallen to vampirism. How is unknown, as there are no other known Illithid vampires in all the world. The pyramid is given a wide berth, with occasional sacrifices made when the "God" gets so hungry that it ventures forth hunting. Most of the time it is comatose, but every so often, perhaps due to some celestial event it re-awakens and terrorizes the jungle, only to eventually fall quiet again. No Yaggol venturing into the pyramid return, and legends among their people claim the God is the first among them to walk inside to seek it's secrets.

    Degenerate Mind Blast (Su): Once per hour the Yaggol may Mind Blast all beings within 10' of it's location as a Standard Action. Other Yaggol and Illithids are immune to this, and the Yaggol is Stunned for 1 round after using this power. Opponents within the Area of Effect must make a DC 20 Willpower Save (Save DC is Charisma Based) or take 3d6 damage.

    Improved Grab (Ex): If the Yaggol hits a Small, Medium, or Large Opponent with it's Tentacle Attack, it may make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If the Yaggol begins it's turn with a single tentacle attached, it may drain blood and then try to attach the other three with a successful Grapple Check (made with a +2 Bonus for each tentacle that was attached at the beginning of the turn).

    Extract (Ex): A Yaggol that begins it's turn with all 4 tentacles attached to an opponent may kill it with a successful Grapple Check. This does not work on Constructs, Elementals, Oozes, and Undead; nor is it immediately fatal to creatures with multiple heads.

    Blood Drain (Ex): A vampiric illithid that attaches a tentacle to its foe drains blood, dealing 1d4 points of Constitution damage and gaining 5 temporary hit points per point drained during each round that it keeps at least one tentacle attached.

    Energy Drain (Su): Living creatures hit by a vampiric mind flayer’s tentacles or slam attack gain two negative levels. For each negative level bestowed, the vampiric illithid gains 5 temporary hit points. This energy drain ability can be used once per round.

    Invisibility (Su): The vampiric illithid may cast Invisibility at will as a Supernatural Ability. While inside the Black Pyramid it may cast it as a Swift Action.

    Unholy Endurance (Su): The vampiric illithid is sustained by the Black Pyramid, and gains maximum hit points per Hit Die. While inside the Black Pyramid it gains a +2 Enhancement Bonus on Saving Throws, and cannot be permanently killed. No matter ow much damage it takes, even if it is Disintegrated, the Pyramid will reform it within 1d6 days. To be permanently destroyed it must be slain outside the Pyramid, which it will never voluntarily do in combat.

    Combat: The vampiric illithid prefers to stalk prey invisibly and pick them off one by one. Not that it gets much prey in it's pyramid. It spends much of it's time comatose, and discoverers may initially believe it to be a sculpture. If it revives it can wait perhaps several weeks before hunger drives it from the Pyramid in search of prey, which it will take quickly so as to return as soon as possible.
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  15. - Top - End - #1065
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    Brain Golem (Yaggol)
    Large Construct
    Hit Dice: 13d10+30 (101 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 18 (-1 Size, +4 Armor, +5 Natural Armor), touch 9, flat-footed 18
    Base Attack/Grapple: +9/+23
    Attack: Slam +18 melee (2d6+10)
    Full Attack: 2 Slams +18 melee (2d6+10)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Degenerate Mind Blast
    Special Qualities: Construct Traits, DR 10/Adamantine, Inertial Armor, SR 18, Mindless
    Saves: Fort +4, Ref +4, Will +3
    Abilities: Str 30, Dex 11, Con -, Int -, Wis 8, Cha 6
    Skills: Listen +2, Spot +2
    Feats: Alertness, Cleave, Power Attack, Skill Focus (Listen, Spot)
    Environment: Warm Forest
    Organization: Solitary
    Challenge Rating: 10
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: 15-19 HD (Large), 20-39 HD (Huge)
    Level Adjustment: ---

    Even the degenerate Elder Brains of the Yaggol can bud off Brain Golems.

    Degenerate Mind Blast (Su): Once per hour as a Standard Action the Brain Golem may Mind Blast all beings within 10' of it's location. Other Yaggol and Illithids are immune to this (Brain Golems included), and the Golem is -2 AC for 1 round after using this power. Opponents within the Area of Effect must make a DC 16 Willpower Save (Save DC is Charisma Based) or take 3d6 damage.

    Inertial Armor (Su): A brain golem’s body is surrounded by a tangible field of force similar to that created by the mage armor spell, granting it a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor carries no armor check penalty, speed reduction, or arcane spell failure chance. Because it is composed of force, incorporeal creatures can’t bypass it the way they do normal armor.

    Combat: Pretty much the same as regular Brain Golems, wade in and start swinging. They don;t use the Mind Blast as much for obvious reasons.
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  16. - Top - End - #1066
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    [SIZE=12pt]Little Veekie's Big Beehouse of Horror, Part II[/SIZE]

    "Greetings benefactors of all beekind. Your efforts have not been in vain. With the money you have given my research efforts we will soon bring the non-bee loving world to it's knees!!MUWHAHA!!

    Sweat Bee
    Small Magical Beast
    Hit Dice: 1d10 (5 hp)
    Initiative: +3
    Speed: 15 ft. (3 squares), fly 60 ft. (good)
    Armor Class: 14 (+1 Size, +1 Dex, +2 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +1/-4
    Attack: Sting +5 melee (1d3-1 plus poison)
    Full Attack: Sting +5 melee (1d3-1 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Dehydrating Poison
    Special Qualities: Darkvision 60 ft., Low Light Vision, Scent, Pheromones
    Saves: Fort +2, Ref +5, Will +1
    Abilities: Str 8, Dex 16, Con 10, Int 3, Wis 12, Cha 8
    Skills: Balance +3, Climb +3, Craft (any 1) +2, Knowledge (Geography) +2, Spot +5, Survival +1
    Feats: Weapon Finesse
    Environment: Any warm or temperate, except desert
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 2-3 HD (Medium)
    Level Adjustment: ---

    Sweat Bees are dark, metallic colored bees that feed on salt, particularly that found in sweat (hence the name). They supplement their diet with other things presumably when salt is unavailable (most sages feel they are too dangerous to examine in close proximity). Their nests are built in piles of wood or in the ground. While generally not aggressive (they can be bribed with offers of salt and food, or letting them lick the sweat from your body), they will sting if frightened or harmed.

    Dehydrating Poison (Ex): Injury, Fortitude DC 10, initial and secondary damage 2d6 dessication damage. If the second save is failed, the victims is also Dehydrated (see page 15 of Sandstorm). The save DC is Constitution-based.

    Pheromones (Ex): Sweat Bees also produce pheromones. Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Sweat Bees understand them). Sweat Bees can detect them at a range of 1 mile via Scent. They come in several varieties:

    Communication: The Bee can leave any message up to 10 words. This is a race specific language, so only other Sweat Bees can understand. It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to.

    Alarm: The Bee marks an object (or more likely a creature) as a danger to the hive. The Hives Bees will become maddened, and gain a +2 on attack and damage rolls against the marked subject for 24 hours.

    Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Unless truly hungry, Sweat Bees are not particularly combative. They tend to sting and fly away, letting their venom weaken opponents before returning to attack.


    Bumblebee
    Large Magical Beast
    Hit Dice: 7d10+7 (45 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), fly 100 ft. (good)
    Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
    Base Attack/Grapple: +7/+14
    Attack: Sting +9 melee (2d4+4 plus poison)
    Full Attack: Sting +9 melee (2d4+4 plus poison)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Bumble Poison
    Special Qualities: Darkvision 60 ft., Electric Sense, Scent, OMG IT'S SO FLUFFY!, Pheromones
    Saves: Fort +6, Ref +6, Will +3
    Abilities: Str 16, Dex 12, Con 13, Int 3, Wis 12, Cha 15
    Skills: Balance +2, Climb +7, Craft (any 1) +3, Knowledge (Geography) +3, Spot +5, Survival +4
    Feats: Flyby Attack, Hover, Wingover
    Environment: Any, except desert or aquatic (though mountains are preferred)
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 8-14 HD (Large); 15-21 HD (Large)
    Level Adjustment: ---

    These are huge, fluffy bees. Not particularly aggressive, they often rely on their sheer adorableness to dissuade potential attackers. They make excellent watch bees though.

    Bumble Poison (Su): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. In addition, if the Secondary damage is taken the victim must make a DC 20 Balance Check each round, or fall prone (or to stand back up if they have fallen). This effect lasts for 1 Minute. The save DC is Constitution-based.

    Electric Sense (Ex): The Bumble Bee effectively has Blindsense in a 60 ft. radius. This is disrupted for the round anytime someone in this area of effect uses an attack doing electrical damage. If it has ongoing damage, the Blindsense is disrupted until the damage stops.

    OMG IT'S SO FLUFFY! (Ex): Your cuteness is strong. Effectively you permanently have the benefits of a Sanctuary spell as an Exceptional Ability (Caster Level is equal to it's HD). Save DC is Cha Based (DC 15).

    Pheromones (Ex): Bumble Bees also produce limited pheromones. Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Bumble Bees understand them). Bumble Bees can detect them at a range of 1 mile via Scent. They come in several varieties:

    Communication: The Bee can leave any message up to 10 words. This is a race specific language, so only other Bumble Bees can understand. It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to.

    Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Bumbles do not generally initiate combat, but will sting and flee if attacked. Once their venom has disabled their attacker they may return to kick him or spit on him a few times, but generally you really have to piss them off for them to fight.


    Honey Bee
    Medium Magical Beast
    Hit Dice: 3d10 (16 hp)
    Initiative: +6
    Speed: 20 ft. (4 squares), fly 80 ft. (good)
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +3/+3
    Attack: Sting +5 melee (1d4 plus poison)
    Full Attack: Sting +5 melee (1d4 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., Honey Production, Pheromones, Scent
    Saves: Fort +3, Ref +5, Will +2
    Abilities: Str 11, Dex 14, Con 11, Int 4, Wis 12, Cha 10
    Skills: Balance +2, Climb +4, Craft (any 1) +3, Knowledge (Geography) +3, Spot +5, Survival +3
    Feats: Improved Initiative, Weapon Finesse
    Environment: Any warm or temperate, except desert or aquatic
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 4-6 HD (Medium); 7-9 HD (Large)
    Level Adjustment: ---

    These appear to be your average giant honey bee but for their intelligence. Their honey is well known for it's restorative properties, and they (or an elected representative) often sell or trade it for things they need. It doesn't come cheap either.

    Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

    Honey Production (Su): A hive can produce one "dose" of honey, per bee, per week. A dose acts as a Cure Light Wounds potion (caster Level equals Hit Dice of the bee), and also fulfills the ingesters food and water requirements for a whole day.

    Pheromones(Ex): Honey Bees have among the most complicated sets of pheromones as befits their hivelike society. Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Honey Bees understand them). Honey Bees can detect them at a range of 1 mile via Scent. They come in several varieties:

    Communication: The Bee can leave any message up to 10 words. This is a race specific language, so only other Honey Bees can understand. It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to.

    Alarm: The Bee marks an object (or more likely a creature) as a danger to the hive. The Hives Bees will become maddened, and gain a +2 on attack and damage rolls against the marked subject for 24 hours.

    Queen: Queens can unleash a variety of Pheromones, acting as the Suggestion spell with a range of 60 ft. This only affects members of her hive.

    Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Honey Bees are generally live and let live so long as you don't approach their hive. Then it's sting city.


    Carpenter Bee
    Large Magical Beast
    Hit Dice: 7d10+7 (45 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), fly 100 ft. (good)
    Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
    Base Attack/Grapple: +7/+14
    Attack: Sting +9 melee (2d4+4 plus poison)
    Full Attack: Sting +9 melee (2d4+4 plus poison)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., Woodworker, Pheromones
    Saves: Fort +6, Ref +6, Will +3
    Abilities: Str 16, Dex 12, Con 13, Int 3, Wis 12, Cha 15
    Skills: Balance +1, Climb +7, Craft (woodworking) +5, Knowledge (Geography) +2, Profession (Carpenter) +3, Spot +5, Survival +1
    Feats: Endurance, Flyby Attack, Hover
    Environment: Any temperate or warm, except desert or aquatic
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 8-14 HD (Large); 15-21 HD (Large)
    Level Adjustment: ---

    Carpenters are large black bees with yellow heads. Their forelegs effectively have hands. They are excellent woodworkers, and usually sell their wares to benefit the hive (and occasionally all bee-kind). They nest in huge wooden 'houses', and often supply the wooden portions of weapons to traveling weapons makers in return for the metal heads (arrowheads, spear points, etc). Some also make lacquered, wooden armor.

    Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

    Woodworker (Su): You are an excellent woodworker. Time required to perform any Craft (Woodworking) checks or to create items made of wood is reduced 25%. In addition you can make magical items created out of wood without the appropriate Craft Item Feat.

    Pheromones (Ex): Carpenter Bees also produce limited pheromones. Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Bumble Bees understand them). Carpenter Bees can detect them at a range of 1 mile via Scent. They come in several varieties:

    Communication: The Bee can leave any message up to 10 words. This is a race specific language, so only other Carpenter Bees can understand. It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to.

    Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Carpenter Bees are generally non-violent, so long as you don't use fire. They react extremely negatively to fire due to their homes being highly flammable, and will attack relentlessly until the fire is out.


    Hornfaced Bee
    Huge Magical Beast
    Hit Dice: 15d10+75 (157 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares), fly 100 ft. (good)
    Armor Class: 23 (-2 Size, +15 Natural), touch 8, flat-footed 23
    Base Attack/Grapple: +15/+31
    Attack: Gore Sting +21 melee (2d6+12 plus poison)
    Full Attack: Gore Sting +21 melee (2d6+12 plus poison)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Powerful Charge, Poison
    Special Qualities: Darkvision 60 ft., Scent
    Saves: Fort +14, Ref +9, Will +6
    Abilities: Str 26, Dex 10, Con 20, Int 3, Wis 12, Cha 8
    Skills: Climb +12, Craft (any 1) +0, Intimidate +13, Knowledge (Geography) +0, Spot +5, Survival +5
    Feats: Flyby Attack, Great Flyby Attack, Greater Powerful Charge, Hover, Powerful Charge, Wingover
    Environment: Any temperate or warm, except desert or aquatic
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 12
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
    Level Adjustment: ---

    Hornfaced Bees are magical abominations, looking like a cross between a Bee and a Wooly Rhino, with their sting in their nasal horn as opposed to their abdomen. Unlike non-magical bees they eat meat, and do not go into torpor in the winter months. They are otherwise similar to most bees other than the size of their nests.

    Powerful Charge (Ex): The Hornfaced Bee does an additional +2d6 damage with a successful charge attack.

    Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

    Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Hornfaced Bees will generally charge, and then fly away to like up another charge while their venom does it's work.


    Mason Bee
    Medium Magical Beast
    Hit Dice: 3d10 (16 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), fly 80 ft. (good)
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 15
    Base Attack/Grapple: +3/+3
    Attack: Sting +5 melee (1d4 plus poison)
    Full Attack: Sting +5 melee (1d4 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., Masonry, Scent, Pheromones
    Saves: Fort +3, Ref +5, Will +2
    Abilities: Str 11, Dex 14, Con 11, Int 3, Wis 12, Cha 15
    Skills: Balance +2, Climb +4, Craft (masonry) +2, Knowledge (Geography) +2, Profession (Mason) +3, Spot +5, Survival +1
    Feats: Endurance, Weapon Finesse
    Environment: Any temperate, except desert or aquatic
    Organization: Solitary, buzz (2-5)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 4-6 HD (Medium); 7-9 HD (Large)
    Level Adjustment: ---

    Mason Bees are metallic black, green or blue bees with hands on their forelimbs. Known as excellent stoneworkers, they live in forts as opposed to nests. Many also sell their services as employees to benefit their group (or other bees).

    Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

    Masonry (Su): You are an excellent stoneworker. Time required to perform any Craft (Masonry) checks or to create items made of stone is reduced 25%. In addition you can make magical items created out of stone without the appropriate Craft Item Feat.

    Pheromones (Ex): Mason Bees also produce limited pheromones. Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Mason Bees understand them). Mason Bees can detect them at a range of 1 mile via Scent. They come in several varieties:

    Communication: The Bee can leave any message up to 10 words. This is a race specific language, so only other Mason Bees can understand. It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to.

    Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Mason Bees are generally nice guy types, but they don't hesitate to sting offenders if attacked.


    Digger Bee
    Huge Magical Beast
    Hit Dice: 15d10+75 (157 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), fly 100 ft. (good), Burrow 10 ft.
    Armor Class: 20 (-2 Size, +12), touch 8, flat-footed 20
    Base Attack/Grapple: +15/+31
    Attack: Sting +22 melee (2d6+12 plus poison)
    Full Attack: Sting +22 melee (2d6+12 plus poison)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., Scent
    Saves: Fort +14, Ref +9, Will +6
    Abilities: Str 26, Dex 10, Con 20, Int 3, Wis 12, Cha 8
    Skills: Balance +0, Climb +12, Craft (any 1) +2, Knowledge (Dungeoneering) +4, Knowledge (Geography) +4, Spot +5, Survival +5
    Feats: Flyby Attack, Great Flyby Attack, Hover, Improved Initiative, Weapon Focus (Sting), Wingover
    Environment: Any temperate, except desert or aquatic
    Organization: Solitary, Buzz (2-5), or Hive 11-20
    Challenge Rating: 12
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
    Level Adjustment: ---

    Digger Bees are a solitary species that are found nesting in the ground. They are huge, hairy, and fairly dark colored but for their white face, and are used for mining and laying siege to castles in exchange for food.

    Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

    Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Digger Bees aren't usually terribly combative (unless employed as such), but woe to those who arouse their anger. Their venom is quite potent given their size.


    Killer Bee
    Medium Magical Beast
    Hit Dice: 3d10+6 (22 hp)
    Initiative: +2
    Speed: 30 ft. (4 squares), fly 80 ft. (good)
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +3/+5
    Attack: Sting +5 melee (1d6+2 plus poison)
    Full Attack: Sting +5 melee (1d6+2 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, Sneak Attack
    Special Qualities: Darkvision 60 ft., Pheromones, Scent
    Saves: Fort +5, Ref +5, Will +3
    Abilities: Str 15, Dex 14, Con 15, Int 12, Wis 14, Cha 10
    Skills: Balance +7, Climb +6, Craft (any 1) +5, Hide +6, Knowledge (Geography) +5, Knowledge (Nobility) +5, Listen +4, Move Silently +6, Spot +6, Survival +6
    Feats: Ability Focus (Poison), Flyby Attack
    Environment: Any warm or temperate, except desert or aquatic
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 4-6 HD (Medium); 7-9 HD (Large)
    Level Adjustment: ---

    Killer Bees are normal giant bees magically enhanced for both intelligence and absolute viciousness. They appear like any other Bee, but opponents quickly find out this is an entirely different animal.

    Poison (Ex): Injury, Fortitude DC 15, initial damage is 1d6 Con, secondary damage is death. The save DC is Constitution-based.

    Sneak Attack (Ex): Killer Bees have +2d6 Sneak Attack (see PHB page 50). They gain an additional die at HD 5, 6, 8 and 9 if advanced.

    Pheromones(Ex): Killer Bees have among the most complicated sets of pheromones as befits their hivelike society. Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Killer Bees understand them). Killer Bees can detect them at a range of 1 mile via Scent. They come in several varieties:

    Communication: The Bee can leave any message up to 10 words. This is a race specific language, so only other Killer Bees can understand. It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to.

    Alarm: The Bee marks an object (or more likely a creature) as a target. All Killer Bees will become maddened if within 60 ft., and gain a +2 on attack and damage rolls against the marked subject for 24 hours.

    Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Given their Sneak Attack dice, Killer Bees obviously prefer to attack from ambush.
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  17. - Top - End - #1067
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    Cuckoo Bee
    Medium Magical Beast
    Hit Dice: 3d10 (16 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), fly 80 ft. (good)
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +3/+3
    Attack: Sting +3 melee (1d4 plus poison)
    Full Attack: Sting +3 melee (1d4 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., Enthrall, Scent
    Saves: Fort +3, Ref +5, Will +2
    Abilities: Str 11, Dex 14, Con 11, Int 14, Wis 12, Cha 15
    Skills: Bluff +7, Climb +6, Craft (any 1) +4, Diplomacy +7, Hide +7, Knowledge (Geography) +4, Move Silently +7, Spot +5, Survival +5
    Feats: Ability Focus (Enthrall, Poison)
    Environment: Any warm or temperate, except desert or aquatic
    Organization: Solitary
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 4-6 HD (Medium); 7-9 HD (Large)
    Level Adjustment: ---

    While they generally resemble any number of magical bee species, Cuckoo Bees are mind controlling moochers, who force other species (not necessarily bees) to do their bidding. The easy way to spot them is to notice the little subtle things. Certain buildings that are always kept warm in the winter being off limits, and seemingly uninhabited and windowless. Local farmers producing honey, none of which they eat or sell. Women breastfeeding giant bee larvae.

    Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Wis. The save DC is Constitution-based.

    Enthrall (Su): The Cuckoo Bee can cast Dominate Person at will as a Supernatural Ability. They can Dominate a maximum number of Humanoids equal to twice their Int Modifier.

    Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Cuckoo Bees generally direct thralls to do their work, or will attempt to convert the PC's via their mind control powers. If they truly encounter resistance they flee.


    Crow Bee
    Medium Undead
    Hit Dice: 3d12 (13 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), fly 80 ft. (good)
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +2/+2
    Attack: Sting +4 melee (1d4 plus poison)
    Full Attack: Sting +4 melee (1d4 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, Munch Eyes, Necromancy
    Special Qualities: Darkvision 60 ft., Scent
    Saves: Fort +3, Ref +5, Will +3
    Abilities: Str 11, Dex 14, Con -, Int 14, Wis 14, Cha 14
    Skills: Climb +4, Concentration +5, Craft (any 1) +6, Knowledge (Arcane, Religion) +7, Knowledge (Geography) +6, Listen +6, Spellcraft +7, Spot +6, Survival +2
    Feats: Spell Focus (Necromancy), Weapon Finesse
    Environment: Any, except aquatic
    Organization: Solitary
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 4-6 HD (Medium); 7-9 HD (Large)
    Level Adjustment: ---

    Crow Bees are black, shriveled undead things. Created as evil minions, their job is to tend the undead hordes of their masters, and perhaps do some scouting among the corpses of his enemies.

    Poison (Su): Injury, Fortitude DC 14, initial and secondary damage 1d4 Con. The save DC is Constitution-based. Opponents who die from the Crow Bees venom rise as zombies withing 1d4 rounds.

    Munch Eyes (Su): If a Crow Bee devours the eyes of a victim it has killed it effectively casts Speak with Dead on the corpse as a Supernatural Ability. THis is a Standard Action and can be done once per day.

    Necromancy (Sp): You may cast spells as a Cleric equal to your Hit Dice, but only from the Necromancy school. You have access to the Necromancer and Undeath Domains.

    Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Crow Bees generally have their spells, which they use to bolster their fellow undead, whom they use as cannon fodder.


    Vulture Bee
    Medium Magical Beast
    Hit Dice: 3d10 (16 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), fly 80 ft. (good)
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +3/+3
    Attack: Acid Puke +5 ranged (2d6 acid)
    Full Attack: Acid Puke +5 ranged (2d6 acid)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Acid Puke
    Special Qualities: Darkvision 60 ft., Scent, Suspended Animation, Pheromones
    Saves: Fort +3, Ref +5, Will +2
    Abilities: Str 11, Dex 14, Con 11, Int 4, Wis 12, Cha 8
    Skills: Balance +2, Climb +4, Craft (any 1) +3, Knowledge (Geography) +3, Spot +5, Survival +3
    Feats: Flyby Attack, Hover
    Environment: Any, except aquatic
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 4-6 HD (Medium); 7-9 HD (Large)
    Level Adjustment: ---

    These black bees feed off meat, preferably corpses, much in the same manner flies do: by vomiting acid on to it and sucking up the remains. Unlike flies they also carry meat back to the nest for the hive.

    Acid Puke (Ex): Vulture Bees can vomit acid out to a 10 ft. range as a Standard Action. It does 2d6 acid damage, plus an additional 2 points of acid damage for 1d6 rounds.

    Pheromones (Ex): Vulture Bees also produce limited pheromones. Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Vulture Bees understand them). Vulture Bees can detect them at a range of 1 mile via Scent. They come in several varieties:

    Communication: The Bee can leave any message up to 10 words. This is a race specific language, so only other Vulture Bees can understand. It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to.

    Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Vulture Bees prefer carrion, but if none is available they'll make their own if you take our meaning.


    Beest
    Medium Magical Beast (Shapechanger)
    Hit Dice: 5d10+5 (32 hp)
    Initiative: +6
    Speed: 20 ft. (4 squares), Fly 80 ft. (Good)
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +3/+3
    Attack: Sting +5 melee (1d6 plus poison)
    Full Attack: Sting +5 melee (1d6 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, Alternate Form
    Special Qualities: Darkvision 60 ft., Low Light Vision, Scent
    Saves: Fort +5, Ref +6, Will +3
    Abilities: Str 10, Dex 14, Con 12, Int 14, Wis 14, Cha 14
    Skills: Hide +8, Knowledge (Nature, Geography) +7, Listen +7, Move Silently +7, Spot +7, Survival +7
    Feats: Improved Initiative, Stealthy, Weapon Finesse
    Environment: Any
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 6-7 HD (Medium), 8-15 HD (Large)
    Level Adjustment: ---

    Beests appear to be normal Giant Bees, with one exception: they can change their shape into almost anything Because of this they often hire out as spies and mercenaries to benefit the hive.

    Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

    Alternate Form (Ex): A Beest can assume the form of any living, corporeal, Medium size or smaller creature as a standard action. A Beest can remain in its alternate form until it chooses to assume a new one or return to its natural form.

    Combat: Beests usually use their Alternate Form to survey and scout out enemy positions. They take the form of something harmless, then shift to Bee form for the attack once they decide the moment is right (unless another form is better for attacking).


    Beehemoth (i.e Devastation Vermin: Bee)
    Colossal+ Magical Beast
    Hit Dice: 128d8+1280 (1984 hp)
    Initiative: +14
    Speed: 40 ft. (8 squares), Fly 160 ft. (Average)
    Armor Class: 56 (-8 Size, +14 Dex, +40 Natural), touch 16, flat-footed 42
    Base Attack/Grapple: +96/+125
    Attack: Sting +101 melee (10d10+19 plus poison)
    Full Attack: Sting +101 melee (10d10+19 plus poison)
    Space/Reach: 50 ft./40 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 300 ft., SR 50, DR 10/-, Scent, vermin traits
    Saves: Fort +74, Ref +55, Will +45
    Abilities: Str 37, Dex 39, Con 30, Int -, Wis 18, Cha 12
    Skills: Spot +8, Survival +4
    Feats: ---
    Environment: Any Land
    Organization: Solitary
    Challenge Rating: 42
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    Imagine the biggest bee you've ever thought of. Now make it bigger. Beehemoths are unique in that they are not eusocial bees, and often vary greatly in appearance. Much about their lifecycle is unknown.

    Poison (Ex): Sting, Fort save (DC 84); initial and secondary damage 2d12 temporary Con. The save DC is Constitution-based.

    Skills: Giant bees have a +4 racial bonus on Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Beehemoths aren't all that different from regular bees, with the exception of the hugeness factor. They're still pretty territorial though.
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  18. - Top - End - #1068
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    Default Re: Critters II!

    Great bees. The only thing is I would add "Giant Monstrous" to all the magical kinds of bees to distinguish them from just oversized bees.

    Cuckoo bee has an "or" in skills and it looks like it should be "and".

    It strikes me that crow bees should be sized Small since they are described as "shriveled."
    Last edited by Debihuman; 2015-08-08 at 09:24 AM.
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  19. - Top - End - #1069
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    Default Re: Critters II!

    There should be some undead bees known as Zombees also.
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  20. - Top - End - #1070
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    Default Re: Critters II!

    Quote Originally Posted by TheWombatOfDoom View Post
    There should be some undead bees known as Zombees also.
    Already got those comin'
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  21. - Top - End - #1071
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    Default Re: Critters II!

    I was looking at your doaurkind and realized that it had a few problems. It can't start off with more than 4 HD because it has to start as a Tiny creature. Here are my recommendations (along with some editing and proofreading changes; hope you don't mind).

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    Daourkind Template
    Daourkind is an acquired Template that can be applied to any Humanoid. A Daourkind is not a normal occurrence, but the result of a hideous necromantic curse. Once a Necromancer has successfully cursed an enemy that person slowly begins dying, and eventually a daoukind erupts from their body. Effectively, the curse provides the Necromancer with a hideous undead minion. The owner must be careful however. To keep the Daourkind under control, it must be fed blood once a month, but it must also be prevented from eating raw meat. Once it tastes raw flesh, a daourkind will find it irresistible, and seek it out, becoming more uncontrollable the more it eats. They are also insanely jealous, and anyone that their master pays attention to (such as friends, spouses, lovers) will inevitably be murdered by the daourkind the moment the master is absent and unable to prevent it.

    CREATING A DAOURKIND CREATURE

    Size and Type: Size changes to Tiny and Type changes to Undead with the Chaos, Evil and Shapechanger Subtypes. It loses any other subtypes.

    Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1) and raise them to d12s. If the base creature has more than 4 Hit Dice (not counting those gained with experience), it can’t be made into a daourkind.

    Speed: Gains a Climb speed equal to half its Land speed. If the base creature has a better climb speed, use that instead.

    Armor Class: The base creature's Natural AC Bonus (if any) increases by +4 (and it gains this bonus if it does not have a Natural AC Bonus). This bonus increases by +2 for each 5 Hit Dice the daourkind possesses (i.e. +6 at 5 HD, +8 at 10 HD, +10 at 15 HD, etc.).

    Attacks: The daourkind gains claw and bite attacks if it does not already possess them. It gains 2 Claws and a Bite with a Full attack.

    Damage: A Tiny daourkind’s claws cause 1d3 points of damage plus the creature’s Strength modifier and its bite causes 1d2 points of damage with ½ its Strength modifier. Its damage increases at every size category (See growth below) as follows: 1d4/1d3 at Small; 1d6/1d4 at Medium; 1d8/1d6 at Large; 2d6/1d8 Huge; 3d8/2d6 Gargantuan; and 4d6/3d6 at Colossal.

    Special Attacks: Retains all Special Attacks of the base creature, plus gains the following:

    Spell Like Abilities (Sp): At Will—augury, bane, bless, comprehend languages; 1/Day— bestow curse, contagion, speak with dead. Caster Level is equal to Hit Dice.

    At 5 Hit Dice, its powers increase. 3/day—bestow curse, contagion, speak with dead; 1/day—dispel good, divination, unhallow.

    They increase again at 10 HD: 3/day—dispel good, divination, unhallow. 1/day: harm, legend lore.

    They increase again at 15 HD: 3/day—harm, legend lore. 1/day: blasphemy, greater scrying.

    They increase again at 20 HD: 1/day—discern location, unholy aura.

    Shapeshifter (Su): The daourkind may cast Polymorph at will as a Supernatural Ability (Caster Level is equal to its Hit Dice) It has some limits, however. It may only cast it upon itself, and is limited to Animals, Humanoids, Plants, and Vermin. At 5 Hit Dice, it may also become Fey or Giant. At 10 HD, it can also become Magical Beast or Monstrous Humanoid. At 15 HD, it can become Aberration or Ooze. At 20 HD, it gains the ability to Shapechange as per the spell instead.

    Growth (Su): Daourkind have a compulsion to eat raw meat, for reasons they will not initially understand. Initially, this is a DC 10 Will Save, easily enough met. As long as it is fed blood, it doesn't need to make the Save. But if it is ever not fed or its Master harms it (or forms a relationship with another being), it must begin making the Saves each day with a cumulative +1 to the Save DC until it fails or is fed.

    Once it fails its Will save, it will seek out and devour raw meat. Each time it consumes at least a pound of raw meat, it gains 1 Hit Die, increasing both its power and the likelihood it will break free of its master’s control.

    Once it gains a Hit Die, it must make a Save DC daily, with the Save DC becoming +1 higher each day until it eats again. It will not tell its Master it has eaten raw meat unless asked; and many a Master has been undone in this manner.

    For every 5 HD, it gain it grows one size category larger and gains +2 Charisma in addition to the normal bonuses gained for increased size.

    Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

    Familiar (Su): If the daourkind's owner has a familiar, the daourkind kills and replaces that familiar (the owner does not lose hit points for its Familiar dying in this way). While the daourkind gains (or bestows) none of the usual benefits a Familiar has, it is linked to its master. As long as it is within one mile it knows its Masters exact location at all times, knows his condition as if it permanently had the effects of a Status spell in its Masters person, and can communicate with him telepathically.

    The master can transfer ownership of the daourkind if he wishes, but will generally only do this when he is ready, or expected to, pass on. If he does not pass it on the daourkind is freed upon his death and being uncontrolled will begin eating raw meat to gain power.

    So long as the daourkind has fewer Hit Dice than its master, it must obey him within limits. The master cannot order the daourkind to perform self-destructive acts, and must give it special treats if he asks the daourkind to perform dangerous tasks (though the daourkind will willingly defend the Master from assault if someone attacks him).

    Once the daourkind has Hit Dice equal to or exceeding its Masters Hit Dice, it starts becoming more and more uncontrollable. At equal Hit Dice, the daourkind's Master must succeed at an opposed Level Check to order the daourkind, but gains a +6 Circumstance Bonus on the check. For each Hit Die the daourkind exceeds his, the bonus decreases by 2, until it becomes a -2 Penalty when it has 4 Hit Dice more than the Master. If the Master fails a Level Check, the daourkind refuses to obey, and the Master cannot try again for 24 hours. If he fails 3 Level Checks, the daourkind is freed, and will likely murder him before moving on to killing every other living thing in the area.

    If the daourkind is not fed its monthly ration of blood, or its Master flaunts a relationship with another (or harms it or asks it to harm itself), then the daourkind may make an Opposed Level Check with a cumulative +1 for each day it is not fed or its Master deliberately angers it. Each time it succeeds in a Check, it may disobey its Master for 24 hours; and if it ever makes three successful Checks, it is freed.

    Damage Reduction (Ex): At 5 Hit Dice, the daourkind gains Damage Reduction to Cold Iron equal to its Hit Dice.

    Turn Resistance (Ex): At 5 Hit Dice, the daourkind gains Turn Resistance equal to half its Hit Dice rounded down . At 15 Hit Dice, it gains immunity to Turn Undead instead.

    Fast Healing (Ex): At 5 Hit Dice, the daourkind gains Fast Healing equal to its Hit Dice.

    Dark Power (Su): At 5 HD, the Daourkind gains an Enhancement Bonus to Saving Throws and a Deflection Bonus to AC. The Bonuses are equal to its Hit Dice divided by 5, rounded down (minimum 1).

    Saves: As base creature.

    Abilities: +2 Str, +2 Dex, +2 Wis, +4 Cha. -4 Int. As an Undead, it has no Constitution score.

    Skills: As base creature.

    Feats: As base creature.

    Environment: Usually as base creature.

    Organization: Usually Solitary.

    Challenge Rating: CR becomes equal to Hit Dice

    Treasure: As base creature.

    Alignment: Always Chaotic Evil.

    Advancement: By Hit Dice; See the Growth Ability listed above.

    Level Adjustment:
    Last edited by Debihuman; 2015-08-11 at 05:40 AM.
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  22. - Top - End - #1072
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    Quote Originally Posted by Bhu View Post
    Already got those comin'
    Also, thought of this one in the car.

    If Zombees are undead bees, then we can also have ghost bees, known as boo-bees.
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    Can we have bees that fly near the ocean called bay-bees?
    Or disease carrying laser bees called ray-bees?
    Or really scary bees that have two bodies like the Dvati known as Hee-bee Jee-bees?
    Or half succubus Play-bees?
    Last edited by inuyasha; 2015-08-11 at 11:30 AM.
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  24. - Top - End - #1074
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    Where were you guys when I asked for horrid bee puns in the Immortalize Your Name in Bees thread?

    Debi:: Why would their size limit their HD?
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  25. - Top - End - #1075
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    Quote Originally Posted by Bhu View Post
    Where were you guys when I asked for horrid bee puns in the Immortalize Your Name in Bees thread?

    Debi:: Why would their size limit their HD?
    Um, when was that? I'm a reliable pun supplier.

    Edit: Got another one! Wanna-bees! They're bees that can mimic other creatures.

    And another - Bar-bees. They are barbed bees. They should also be able to shoot flames, to create a bar-bee-que.
    Last edited by TheWombatOfDoom; 2015-08-12 at 08:14 AM.
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  26. - Top - End - #1076
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    Default Re: Critters II!

    Just recently http://www.giantitp.com/forums/showt...r-name-in-bees

    Debi beat you to the wannabes though
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    Quote Originally Posted by Bhu View Post
    Where were you guys when I asked for horrid bee puns in the Immortalize Your Name in Bees thread?

    Debi:: Why would their size limit their HD?
    Because you stated right in Special Abilities: "At 5 Hit Dice its powers increase. 3/day: Bestow Curse, Contagion, Speak With Dead. 1/day: Dispel Good, Divination, Unhallow."

    Seems to suggest that they have to start with fewer than 5. Also, this makes it a lot more manageable. A Tiny creature probably shouldn't start with more than 5 HD; it makes the template a lot more balanced. See my Fluffy the Doomkitty for stupid Template layering. Also, if it can start with more than 5 HD how do they retroactively gain things? Every time you say it gains X at 5 HD, you imply that the base creature has fewer than 5 HD.

    Debby
    Last edited by Debihuman; 2015-08-12 at 06:21 PM.
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    Quote Originally Posted by Bhu View Post
    Just recently http://www.giantitp.com/forums/showt...r-name-in-bees

    Debi beat you to the wannabes though
    Ah look at that. Sorry, I stopped following the Homebrew threads as much a bit ago, so it was lost on me. This thread, however, is a subscribed thread, and holds a special place in my heart (even if I don't contribute much ).

    Good on Debi for beating me to that one. I'll let you know if I think of any more.

    Oh! Bees wacks. Its melee attacks with a weapon made out of bees, perhaps?
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  29. - Top - End - #1079
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    Default Re: Critters II!

    Some more:

    Be-bees that are teeny tiny but shoot at extremely high speeds to cause lots of pain

    Pillsbury Dough-Bees that are friendly, giggle when touched, and create food

    Blunderbees which are living metal in the shape of bees but instead of stingers they have a gland that shoots out sprays of be-bees

    Tease-bees which cause Tashas Hideous Laughter on a sting as they constantly taunt PCs

    For all of these bees that you've made you could also add a queen template which makes them bigger, stronger, smarter, and tougher but immobile.

    Should we be posting in that pun thread or here? I'm confused now!
    Last edited by inuyasha; 2015-08-13 at 08:23 PM.
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  30. - Top - End - #1080
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    Either will do. This is just my critters thread though, Non-critter bee stuff should prolly go in the other one.
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