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Thread: Critters II!

  1. - Top - End - #1291
    Firbolg in the Playground
     
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    Default Re: Critters II!

    Genie (Warmonger) (Al-Qadim)
    Medium Outsider (Extraplanar)
    Hit Dice: 7d8+21 (52 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 22 (+6 Natural Armor, +6 Armor), touch 10, flat-footed 22
    Base Attack/Grapple: +7/+11
    Attack: Slam +11 melee (1d8+4) or Weapon +11 melee
    Full Attack: 2 Slams +11 melee (1d8+4) or Weapon +11/+6 melee
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Aura
    Special Qualities: Darkvision 60 ft., Plane Shift, Telepathy 100 ft.
    Saves: Fort +8, Ref +5, Will +8
    Abilities: Str 18, Dex 10, Con 16, Int 16, Wis 16, Cha 16
    Skills: Bluff +13, Climb +14, Concentration +13, Intimidate +13, Jump +14, Knowledge (Geography, History, Nobility) +13, Listen +13, Ride +10, Spot +13
    Feats: Cleave, Improved Initiative, Power Attack
    Environment: Any
    Organization: Solitary
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Always Lawful Evil
    Advancement: 8-10 HD (Medium), 9-21 HD (Large)
    Level Adjustment: ---

    "So what does this one do?"

    "WAR! WAR! WAR! WAR! WAR! WAR! WAR! WAR!"

    "Subtle."

    Warmongers are Genies tasked with warfare for so long it has warped them. They are shorter and fatter than most, and repulsively hairy. They sweat blood, and despite that they wear the gaudiest of armor or uniforms.

    Spell-Like Abilities (Sp): At will: Fear, Remove Fear. 2/day: Cloak of Bravery, Magic Weapon, Suggestion.

    Aura (Su): The Warmonger Genie emits an aura of power. All Allies within 120 feet of the Genie receive a +2 Morale Bonus to all Willpower Saves while in this area. If the Genie is killed they take a -2 Morale Penalty to Willpower Saves for 1 Minute.

    Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

    Combat:
    Warmongers prefer to fight mounted or at the rear where they can observe the battlefield. Despite being excellent tacticians they are poor long term strategists, getting lost in the thrill of bloodshed.
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  2. - Top - End - #1292
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    Default Re: Critters II!

    Wow, such a compilation of amazing creatures! I am actually working on something similar that involves procedurally generating the creatures by code.

  3. - Top - End - #1293
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    Quote Originally Posted by Beastlands View Post
    Wow, such a compilation of amazing creatures! I am actually working on something similar that involves procedurally generating the creatures by code.
    Thanks!! I try my best!
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  4. - Top - End - #1294
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    Guardian Spirit

    Guardian Spirit is an Acquired Template that can be applied to any Humanoid of at least 9 Hit Dice (Base Creature must have Levels as both Cleric and Fighter). They are also known as Vartha, and while some have become an Undead through intense greed, most are tasked guardians created by magic. They are one of the few Undead that aren't necessarily Evil. But for being pallid and shriveled one would not tell they weren't still alive.

    "Intelligent Undead with no obvious weaknesses or weird compulsions? Sign me up."

    "A thousand GP each ma'am."

    Size and Type: Type becomes Undead, Size is unchanged.

    Hit Dice: All current and future Hit Dice become d12's, and hit points are recalculated.

    Speed: Unchanged.

    Armor Class: Natural Armor Bonus to AC improves by +2. Additionally, most Vartha are equipped with at least +2 Half-Plate Armor.

    Attacks:
    Unchanged, but most Guardian Spirits have a +2 magical weapon.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the Base Creature.

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

    Darkvision 60 ft.

    Turn Resistance +2

    Immunities (Ex): Guardian Spirits are immune to Cold and Electricity damage.

    Saves: Recalculate due to Ability Score changes.

    Abilities: +8 Str, +6 Dex, +2 Int, +6 Wis, +4 Cha. Con becomes -.

    Skills: Unchanged, but recalculate skill bonuses due to ability score changes..

    Feats: Unchanged.

    Environment: Any

    Organization: Solitary

    Challenge Rating: +1

    Treasure:
    Standard

    Alignment: Unchanged.

    Advancement:
    Unchanged.

    Level Adjustment: +3
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  5. - Top - End - #1295
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    Hordling

    Hordling is an Inherited Template that can be applied to any living Aberration, Animal, Giant, Humanoid, Magical Beast, Monstrous Humanoid or Vermin that has 6-9 Hit Dice and is of Small to Huge Size. They are the many gibbering abominations that form the hordes roaming the Gray Wastes. They are nigh infinite in number and appearance, and will gleefully devour anything (including each other).

    "Do they always stare like that?"

    "Just be happy they aren't flinging poo ma'am."

    Size and Type: Size is Unchanged, Type becomes Outsider with the Evil and Extraplanar Subtypes.

    Hit Dice: Unchanged.

    Speed: Unchanged, but see below.

    Armor Class: Natural Armor Bonus increases by +7 (Small), +8 Medium, +9 (Large) or +10 (Huge).

    Attacks: If the Base Creature has no natural weapons it gains a Primary special attack, usually claws, bite, gore, pincers, hooves or tail lash.

    Damage: Damage varies by weapon ans size. For claws, tentacles, slams and pincers damage is (1d3 Small, 1d4 Medium, 1d6 Large, 2d4 Huge) plus Str modifier, with two attacks on a Full Attack. For bites, gores, hooves damage is (1d4 Small, 1d6 Medium,2d4 Large, 2d6 Huge) plus one and a half times Str Modifier.

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

    Breath Weapon (Su): Once every 1d4 rounds the Hordling can breath forth a noxious gas in a 15 ft. cone. Living beings within this area must make a Fortitude Save (Check DC is Constitution based) or be affected as if they were in a Stinking Cloud spell

    Gaze Attack (Su): Ray of Enfeeblement, 15 ft., Will Save negates, Save DC is Charisma based. Once a creature has failed a Save and taken Str damage from this ability it is immune to it for 24 hours.

    Trip (Ex): If the Hordling hits with it's Primary Natural attack it can attempt to trip the opponent (+4 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Hordling.

    Haste (Su): The Hordling may cast Haste n itself once per minute.

    Hum (Su): The Hordling is surrounded by a loud hum that cause it to automatically fail Hide and Move Silently Checks. Any corporeal beings who enter a square adjacent to it must make a Reflex Save (Save DC is Charisma based) or drop anything it is holding and fall pron.

    Spell-Like Ability (Sp): Choose any spell from the Cleric or Wizard list of 3rd Level or less. The Hordling may cast this spell once per minute as a Spell-Like Ability.

    Telescoping Limbs (Ex): The Hordlings limbs can extend to twice their normal size allowing the Hordling to double it's height and Reach as a Move Action.

    Improved Grab (Ex): To use this ability, a Hordling must hit an opponent of any size with it's Primary Natural Attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Barbs (Ex): Any creature striking the Horodling with handheld weapons or natural weapons takes 1d8+(Hordling's Str modifier) points of piercing and slashing damage from it’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

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

    Flight (Ex): Gain a Flight speed of 45 (Clumsy).

    Swim (Ex): Gain Sim speed equal to base Land speed.

    Leaper (Ex): You gain a +8 Bonus to Jump Checks, and Check DC's aren't increased if you don't have a running start.

    Damage Reduction (Ex): DR 10/Good

    Immunities (Ex): You can choose one of the following stes to be immune to: acid and fire damage, cold damage and poison, electricity and force damage, or Mind Affecting Effects.

    Regeneration (Ex): Regeneration 3, Good aligned damage affects the Hordling normally.

    Plus the following: Darkvision 120 ft.

    Spell Resistance equal to CR plus 10

    Saves: Base creature now has all Good Saves, and Saving Throw bonuses are recalculated.

    Abilities: +2 to any 3 ability scores, -2 to any 2 random ability scores. Minimum Str of 17.

    Skills: Skill points are recalculated due to Type Change, and up to 3 new Class Skills can be added.

    Feats: The Base Creature gains 1 Bonus Feat it qualifies for.

    Environment: The Gray Waste.

    Organization: Solitary, Group (2-6) or Horde (100+)

    Challenge Rating: +1

    Treasure: None.

    Alignment: Always Neutral Evil.

    Advancement: Unchanged.

    Level Adjustment: ---
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  6. - Top - End - #1296
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    Guardgoyle (Forgotten Realms)
    Small Construct
    Hit Dice: 1d10+10 (15 hp)
    Initiative: +1
    Speed: 25 ft. (5 squares), Fly 40 ft. (Clumsy)
    Armor Class: 17 (+1 Size, +6 Natural), touch 11, flat-footed 16
    Base Attack/Grapple: +0/-3
    Attack: Claw +2 melee (1d3+1)
    Full Attack: 2 Claws +2 melee (1d3+1) and 1 Bite +0 melee (1d4 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Construct traits, Darkvision 60 ft. Low-light Vision, Shriek, Immunities, Energy Resistance 5 (Cold and Fire)
    Saves: Fort +0, Ref +1, Will +3
    Abilities: Str 12, Dex 12, Con -, Int 6, Wis 16, Cha 4
    Skills: Hide +5, Listen +5, Spot +5
    Feats: Multiattack
    Environment: Any
    Organization: Solitary, Pair, or Group (3-6)
    Challenge Rating: 2
    Treasure: None
    Alignment: Neutral
    Advancement: 2-3 HD (Small)
    Level Adjustment: ---


    Greater Guardgoyle
    Medium Construct
    Hit Dice: 3d10+20 (36 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+6 Natural), touch 10, flat-footed 16
    Base Attack/Grapple: +2/+5
    Attack: Claw +5 melee (1d4+3)
    Full Attack: 2 Claws +5 melee (1d4+3) and 1 Bite +3 melee (1d6+1 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Construct traits, Darkvision 60 ft. Low-light Vision, Shriek, Immunities, Energy Resistance 10 (Cold and Fire)
    Saves: Fort +1, Ref +1, Will +4
    Abilities: Str 16, Dex 10, Con -, Int 6, Wis 16, Cha 4
    Skills: Hide +2, Listen +5, Spot +5
    Feats: Multiattack
    Environment: Any
    Organization: Solitary, Pair, or Group (3-6)
    Challenge Rating: 4
    Treasure: None
    Alignment: Neutral
    Advancement: 4 HD (Medium), 5-9 HD (Large)
    Level Adjustment: ---

    "They're so tiny."

    "They pack a big bite ma'am."

    "Gods I would hope so."

    Guardgoyles are a variant of Stone Golem that appear as 2 foot tall winged reptile men made from stone. Greater Guardgoyles are up to 6 foot tall. They are favored by Zhentarim wizards, and can be ordered to recognize up to five people they are not to attack besides their owner. Technically they might be smart enough to recognize more, but who knows with Constructs.

    Poison (Ex): The Guardgoyle has an area in it's jaw to load poison, which it can deliver with it's bite if it chooses. This can be any Contact or Injury poison. Once it has used two doses of poison it must be refilled.

    Shriek (Su): Once per minute the Guardgoyle can unleash a hellish shriek for 6 rounds that can be easily heard up to a half a mile away. Creatures within 20 ft of the Guardgoyle must make a Concentration Check (DC is Constitution based with a +4 Racial Bonus, 14 for the Guardgoyle, 15 for the Greater Guardgoyle) to use Spells or Spell-Like abilities.

    Immunities: A Guardgoyle is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

    A transmute rock to mud spell slows a Guardgoyle (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

    A stone to flesh spell does not actually change the Guardgoyle's structure but negates its damage reduction and immunity to magic for 1 full round. The Guardgoyle is also immune to Electricity damage.

    Combat: One Guardgoyle will always Shriek while the others move to engage with their bites. They generally attack from ambush as most passers by will see immobile statues when looking at them.
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  7. - Top - End - #1297
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    Tribute Gatherer
    Large Outsider (Aquatic, Chaos, Evil, Extraplanar)
    Hit Dice: 10d8+50 (95 hp)
    Initiative: +6
    Speed: 20 ft. (4 squares), Swim 90 ft.
    Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 20
    Base Attack/Grapple: +10/+19
    Attack: Claw +14 melee (1d8+5)
    Full Attack: 2 Claws +14 melee (1d8+5) and 2 Tentacles +9 melee (1d8+2)
    Space/Reach: 10 ft./10 ft. (20 ft. with Tentacles)
    Special Attacks: Improved Grab, Constrict, Ink Spray, Telekinesis
    Special Qualities: DR 10/Good, SR 19, Amphibious
    Saves: Fort +12, Ref +9, Will +11
    Abilities: Str 20, Dex 15, Con 20, Int 16, Wis 18, Cha 14
    Skills: Appraise +13, Bluff +14, Climb +15, Concentration +15, Diplomacy +14, Escape Artist +22, Hide +8, Intimidate +14, Knowledge (Arcana, the Planes, Religion) +13, Listen +14, Sense Motive +14, Spot +14, Swim +23, Use Magical Device +8
    Feats: Ability Focus (Ink Spray), Greater Multigrab, Improved Initiative, Multigrab, Body Pouch (B)
    Environment: Any Aquatic
    Organization: Solitary
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: 11-15 HD (Large), 16-30 HD (Huge)
    Level Adjustment: ---

    "So these are available only for servants of Umberlee?"

    "No ma'am, if you're willing to contribute to her cause she's willing to mercenary them out."

    "Is he trying to use his telekinesis to pick my pocket?"

    "I'll say yes..."

    Tribute Gatherers are servants of Umberlee who trawl the Oceans for treasures that can be used to finance new temples in her name. They resemble 10 foot tall grey octopi with 4 limbs. Two shorter ones that end in clawed hands, and 2 larger ones that are used to stand on land. They have flaps extending from their underside that they use to swim in the manner of rays.

    Improved Grab (Ex): To use this ability, a Tribute Gatherer must hit an opponent of any size with a claw or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

    Constrict (Ex): A Tribute Gatherer deals 2d8+7 points of damage with a successful grapple check.

    Ink Spray (Ex): A Tribute Gatherer can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the Tribute Gatherer normally uses to escape a losing fight. All vision within the cloud is obscured. Creatures within this area must make a DC 20 Fortitude Save (Save DC is Constitution based) or take 4d6 acid damage each round they remain in the cloud (half damage if they succeed in their saving throw).

    Telekinesis (Sp): The Tribute Gatherer can cast Telekinesis as a Spell-Like Ability at will.

    Skills: A Tribute Gatherer also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A Tribute Gatherer has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Combat: Gatherer's will use their Ink and Telekinesis to disrupt combat and cause distraction. Otherwise they close and try to grapple opponents into their maw.
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  8. - Top - End - #1298
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    Default Re: Critters II!

    Efreeti Noble (Al-Qadim)
    Large Outsider (Extraplanar, Fire)
    Hit Dice: 13d8+52 (110 hp)
    Initiative: +8
    Speed: 30 ft. (6 squares), Fly 80 ft. (Perfect)
    Armor Class: 24 (-1 Size, +4 Dex, +11 Natural), touch 13, flat-footed 20
    Base Attack/Grapple: +13/+27
    Attack: Slam +22 melee (2d8+10 plus 2d6 fire)
    Full Attack: 2 Slams +22 melee (2d8+10 plus 2d6 fire)
    Space/Reach: 20 ft./20 ft.
    Special Attacks: Change size, heat, spell-like abilities
    Special Qualities: Change shape, darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold, SR x
    Saves: Fort +12, Ref +12, Will +12
    Abilities: Str 30, Dex 18, Con 18, Int 16, Wis 18, Cha 18
    Skills: Bluff +19, Craft (any one) +13, Concentration +19, Diplomacy +14, Disguise +14, Intimidate +19, Knowledge (Arcana, History, Nature, The Planes) +13, Listen +14, Move Silently +14, Sense Motive +14, Spellcraft +13, Spot +14, Use Magic Device +19
    Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Power Attack, Quicken Spell-Like Ability (scorching ray)
    Environment: Elemental Plane of Fire
    Organization: Solitary
    Challenge Rating: 9
    Treasure: Double Standard
    Alignment: Always Lawful Evil
    Advancement: 14-19 HD (Large), 20-39 HD (Huge)
    Level Adjustment: ---

    "So how did you manage to dominate an Efreeti Lord"

    "I'm better off not saying."

    "You sure he's controlled?"

    "Jebus, we'd better hope so."

    Noble Efreeti are 15 feet tall with skin like basalt, bronze hair and eyes of flame. They tend to dress in baggy pantaloons, jewelry and perhaps a shoulder harness for a weapon. They tend to see anyone not their masters as slaves or enemies.

    Change Size (Sp): Twice per day, an efreeti can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

    Heat (Ex): An efreeti’s red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.

    Spell-like Abilities (Sp): A Noble Efreeti can grant 3 Wishes (as per the spell) to any being (nongenies only) who captures it. 1/week: Discern Location, Internal Fire. 3/Day: Flame Strike, Gaseous Form, Invisibility, Misdirection, Permanent Image, Polymorph (self only), Wall of Fire. 1/Day: Fire Seeds, Fire Shield. At will: Color Spray, Detect Magic, Flame Arrow, Produce Flame, Pyrotechnics.

    Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

    Combat: They're pretty much the same as Efreeti with a few extra abilities.
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  9. - Top - End - #1299
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    Ghost Mount (Al-Qadim)

    Ghost Mount is an Acquired Template that can be applied to any Animal normally used as a mount (usually horses or camels). They were brutally mistreated in life, and have returned from death to seek vengeance on the mortals who rode them. They appear as normal mounts but this is an illusion. Their true from is a ghostly, glowing scarred wreck.

    "This is a horse."

    "It's a dead horse."

    "Can it do anything?"

    "Only if'n you ride 'im."

    "Kinda limits them as a Minion doesn't it?"

    Size and Type: Size is Unchanged, Type becomes Undead.

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

    Speed: Unchanged.

    Armor Class: Natural Armor Bonus to AC increases by +5.

    Attacks: Gains a Secondary Bite attack.

    Damage: Bite does 1d6 plus Str Modifier.

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

    Take Them For A Ride (Su): When a potential victim mounts a Ghost Mount it must make a Willpower Save (Save DC is 10 plus 1/2 Hit Dice plus Charisma Modifier with a +4 Racial BBonus). If the rider fails the Mount takes off in a random direction before throwing the would be master after 75 miles. If the rider leaps from the horse he takes 3d6 falling damage and is Stunned 1 round (he takes the same effects from being thrown). If the rider succeeds the Ghost Mount obeys him, but the rider must make another Willpower Save at some point during his ride (usually half way to where ever he is going). Failure means the rider gains the Wraith template (See Dragon Magazine 300). If the rider succeeds the second time the horse will obey him, but flee when they arrive at their destination.

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

    Immune to Cold Damage

    Phantom Movement (Su): Ghost Mounts can move over any terrain, taking no movement penalties of any kind.

    Illusion of Normality (Su): A Ghost Mounts appearance as a normal animal is due to powerful illusion. Characters making a Willpower Save (Save DC is 10 plus 12 HD plus Charisma Modifier with a +4 Racial Bonus) to see it as it truly is.

    Saves: Recalculate Saving Throws due to Type Change.

    Abilities: +2 Str, +2 Dex, +4 Int, +4 Wis, +4 Cha. Con resets to -.

    Skills: Recalculate skills due to Int increase.

    Feats: Unchanged.

    Environment: Any

    Organization: Solitary

    Challenge Rating: +1

    Treasure: None.

    Alignment: Always Neutral Evil.

    Advancement: Unchanged.

    Level Adjustment: ---
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  10. - Top - End - #1300
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    Default Re: Critters II!

    Watchghost (Forgotten Realms)

    Watchghost is an Acquired Template that can be applied to any living Humanoid. From the waist up they appear as pale, white humanoids with empty black pits for eyes. From the waist down they are skeletal. Created solely by the magic of other powerful undead, they are freed if their creator dies, and become Chaotic and capricious.

    "I don't know about these ghosts...they seem a lot twitchier than usual."

    "DEFENESTRATE THE LIVING!"

    "Why ma'am, how can you say that? They's perfectly normal ghosts.."

    "PEEL THEM ALL LIKE BIRDS!"

    "Riiiight..."

    Size and Type: Size is Unchanged, Type becomes Undead with the Incorporeal Subtype.

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

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

    Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

    Attacks: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

    Damage: Against ethereal creatures, a ghost uses the base creature’s damage values. Against nonethereal creatures, the ghost usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).

    Special Attacks: A ghost retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures (unless the ghost has manifested physically). The ghost also gains the following:

    Chilling Touch (Su): The Ghost permanently has the benefits of the Chill Touch spell.

    Chill Ray (Su): As a Standard Action the Watchghost can shoot a bolt of white light that is a Ranged Touch Attack with a range of 90 ft. Targets take 2d12 negative energy damage, and the target must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Charisma Modifier) or be Slowed as per the spell for 2d4 rounds. It can use this attack 12/day.

    Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

    When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

    A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

    Special Qualities: A ghost has all the special qualities of the base creature as well as those described below:

    Enchanted Glow (Su): At will as a Free Action, a Watchghost can cause all magic items within 60 ft. to give off a white glow equal to torchlight for 2d4 minutes. Dispel Magic and similar effects will stop this earlier (this is effectively a 1st Level spell). Anyone holding an affected iten does not gain concealment due to darkness.

    Immunities (Ex): Watchghosts cannot be Turned, nor do they take damage from Holy Water. They are also immune to petrification, polymorph and cold damage.

    Spell Resistance equal to 10 + CR.

    Saves: Unchanged.

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

    Skills:
    Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.

    Feats: Unchanged.

    Environment: Any

    Organization: Solitary, gang (2-4), or mob (7-12).

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Any Lawful, though without a Master the Watchghost begins quickly converting to a Chaotic Alignment over a brief period.

    Advancement: Unchanged.

    Level Adjustment: +5
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  11. - Top - End - #1301
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    Goatmen (Red Steel)
    Medium Monstrous Humanoid
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 16 (+1 Dex, +5 Natural), touch 11, flat-footed 15
    Base Attack/Grapple: +2/+2
    Attack: Dagger +3 Melee (1d4)
    Full Attack: Dagger +3 Melee (1d4)
    Special Attacks: Sneak Attack (+1d6), Ram
    Special Qualities: Darkvision 60 ft., Mountainwalk
    Saves: Fort +1, Ref +4, Will +2
    Abilities: Str 10, Dex 12, Con 12, Int 10, Wis 8, Cha 8
    Skills: Climb +6, Hide +4, Jump +2, Move Silently +7, Survival +1
    Feats: Weapon Finesse, Weapon Focus (Dagger, B)
    Environment: Any Mountains
    Organization: Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
    Challenge Rating: 1/2
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: By Character Class (Rogue)
    Level Adjustment: +1

    "Kindly control your Minion sir."

    "Sorry ma'am, they's natural thieves. Picking pockets is just a reflex fer 'em."


    Goatmen are the inhabitants of the Black Mountains, and appear as bipedal goats with human arms. They are covered in shaggy black hair, with the exception of their arms. Most of them know bits of common, but their own language has so many dialects some of them can't even understand one another.

    Sneak Attack (Ex): Goatmen have +1d6 Sneak Attack damage. This is identical to the Rogue Ability of the same name, and stacks with Sneak Attack dice gained from other sources.

    Ram (Ex): The Goatman can ram with it's horns as part of a Bull Rush. If the attack is successful, the opponent takes 1d6 plus Str Modifier damage in addition too the normal effects.

    Mountainwalk (Ex): Goatmen do not take movement penalties on Steep Slopes or Dense Ruble.

    Skills: Goatmen have a +4 Racial Bonus to Climb and Move Silently skills.

    Combat: Goatmen prefer to attack from ambush.
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  12. - Top - End - #1302
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    Sea Demon
    Huge Magical Beast (Aquatic)
    Hit Dice: 16d10+80 (168 hp)
    Initiative: +5
    Speed: 20 ft. (4 squares), Swim 40 ft.
    Armor Class: 19 (-2 Size, +1 Dex, +10 Natural), touch 9, flat-footed 18
    Base Attack/Grapple: +16/+37
    Attack: Tentacle +24 melee (1d10+9)
    Full Attack: 10 Tentacles +24 melee (1d10+9)
    Space/Reach: 15 ft./15 ft. (30 ft. with Tentacles)
    Special Attacks: Improved Grab, Constrict, Whirlpool
    Special Qualities: Darkvision 60 ft., Ink cloud, SR x
    Saves: Fort +15, Ref +11, Will +11
    Abilities: Str 28, Dex 12, Con 20, Int 14, Wis 18, Cha 16
    Skills: Escape Artist +11, Hide +6, Intimidate +13, Knowledge (Geography, Nature) +10, Listen +16, Search +12, Spot +16, Survival +14, Swim +17
    Feats: Alertness, Multigrab, Improved Initiative, Iron Will, Skill Focus (Hide), Weapon Focus (Tentacle)
    Environment: Any Aquatic
    Organization: Solitary
    Challenge Rating: 10
    Treasure: None
    Alignment: Always Chaotic Evil
    Advancement: 17-24 HD (Huge), 25-32 HD (Gargantuan)
    Level Adjustment: ----

    "Jebus, that has to be the hugest Minion we've seen yet."

    "Um...technically ma'am, I'm the Minion."

    Sea Demons are enormous, intelligent Octopi with 10 tentacles. They are renowned for sinking ships that come near their homes, and are voracious eaters. They have been known to come ashore to hunt in lean times, and even their own kind avoid them.

    Improved Grab (Ex): To use this ability, the Sea Demon must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

    Constrict (Ex): The Sea Demon does 1d10+9 damage with a successful Grapple Check.

    Whirlpool (Ex): As a Full Roun Action the Sea Demon can create a Maelstrom as per the spell above itself. To do this it must be more than 120 ft. below the surface, and make a Full Round Action. It maintains the Maelstrom as a Full Round Action, and can maintain it for a total of 5 rounds before needing to rest as it is Exhausted.

    Ink Cloud (Ex): A Sea Demon can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the Sea Demon normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness. The ink is bad for sensitive organs like ears, and also deafens those in it's area of effect for 2d4 rounds.

    Skills: A Sea Demon also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A Sea Demon has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Combat: Sea Demons aren't subtle and go straight for the grapple.
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  13. - Top - End - #1303
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    Lightning Zombie (Mystara)

    Lightning Zombies is an Acquired Template that can be applied to any Humanoid. They are created when a Humanoid corpse is bathed in powerful magical energies. They seem much like they did in life with the exception that their skin is now a light gray in color. They give off a faint glow in darkness, and prefer flashy, flamboyant clothing. They have no memories of their past life, and seem to have a compulsion to perform mighty deeds.

    "GRISHNAK IS MIGHTY!"

    "Grishnak cannot be expected to be taken seriously while wearing moon boots and gold lame."

    "Please do not insult Grishnak's fashion sense or third person speech impediment."

    Size and Type: Size is Unchanged, Type becomes Undead.

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

    Speed: Unchanged.

    Armor Class: Natural Armor Bonus to AC increases by +4.

    Attacks: Base Creature gains a Slam attack.

    Damage: Slam does 1d4 plus Str if the Base Creature is Small, 1d6 plus Str if Medium, and 2d4 plus Str if Large.

    Special Attacks: Retains all Special Qualities of the Base Creature that aren't based on Class Levels, plus gains the following:

    Jolt (Su): The Lightning Zombie does an additional 2d6 electricity damage with a successful grapple damage.

    Special Qualities: Retains all Special Qualities of the Base Creature that aren't based on Class Levels, plus gains the following:

    Immune to Electricity damage.

    Saves: Saves are recalculated due to Type change.

    Abilities: +2 Str, +2 Dex, +2 Int, +2 Wis, +2 Cha. Con becomes -.

    Skills: Skills must be recalculated due to memory loss. Class Skills can be any skill not based on Int

    Feats: Feats are rechosen.

    Environment: Any

    Organization: Solitary, or Group (2-12)

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Usually Neutral or Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: +3
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  14. - Top - End - #1304
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    Mara (Forgotten Realms)
    Huge Elemental (Chaos, Earth, Evil, Extraplanar)
    Hit Dice: 10d8+50 (95 hp)
    Initiative: -1
    Speed: 20 ft. (4 squares)
    Armor Class: 18 (-2 Size, -1 Dex, +11 Natural), touch 7, flat-footed 18
    Base Attack/Grapple: +7/+24
    Attack: Claw +14 melee (2d4+9)
    Full Attack: 2 Claws +14 melee (2d4+9) and 1 Beak +9 melee (1d6+5)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rend
    Special Qualities: Darkvision 60 ft., Elemental traits, Immunities, Vulnerability, SR 19, Scent, Sense Fiend, Great Walker
    Saves: Fort +12, Ref +2, Will +5
    Abilities: Str 28, Dex 8, Con 20, Int 4, Wis 14, Cha 11
    Skills: Listen +6, Spot +6, Survival +7
    Feats: Awesome Blow, Improved Bull Rush, Large and in Charge, Power Attack
    Environment: Any
    Organization: Solitary or Group (2-3)
    Challenge Rating: 8
    Treasure: None
    Alignment: Usually Chaotic Neutral
    Advancement: 11-15 HD (Huge), 16-30 HD (Gargantuan)
    Level Adjustment: ---


    "So it's a nights only Minion."

    "Yes'm."

    "Why wouldn't I just hire Undead, they'd be cheaper and more common?"

    "Vampires can't break down fortress walls."

    "Vampires wouldn't need to."

    "Touche."

    The Mara are vile spirits in thrall to the Tanar'ri. At night they inhabit bodies of stone that resemble stone giant with hooked beaks. When touched by the sun their spirit is forced out into the Outer Planes until it is night again. They have their own indecipherable language similar to birds, but understand simple commands in Common and Abyssal.

    Rend (Ex): If a Mara hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 4d4+13 points of damage.

    Immunities: Mara are immune to Mind-Affecting Effects and Cold damage.

    Vulnerability: If the Mara fails a Saving Throw against Holy Word, it is forced from it's stone body for 24 hours. Likewise when is touched by sunlight (including a Daylight spell) it is forced from it's body onto one of the Outer Planes until sunlight no longer touches it's body. If entangled or mired in a body of water that isn't deep enough to prevent sunlight reaching them the Mara is destroyed.

    Scent (Ex): Identical to the ability listed in the Monster Manual.

    Sense Fiend (Ex): The Mara can sense the direction of any Outsider with the Chaos and Evil Subtypes within 30 miles of their location. The Mara have a kinship with Tanar'ri, and will willingly follow them.

    Great Walker (Ex): The Mara do not take movement penalties from difficult terrain.

    Combat: Mara aren't tactical geniuses. They simply wade into othe fray and begin clawing.
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  15. - Top - End - #1305
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    Haagathga (Spelljammer)
    Small Aberration
    Hit Dice: 4d8+4 (22 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), Fly 40 ft. (Perfect)
    Armor Class: 18 (+1 Size, +3 Dex, +4 Natural), touch 14, flat-footed 15
    Base Attack/Grapple: +3/-2 (+10 if attached)
    Attack: Touch +7 melee (Attach)
    Full Attack: Touch +7 melee (Attach)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Attach, Blood Drain, Memory Drain
    Special Qualities: Darkvision 60 ft., Camouflage, Vulnerability
    Saves: Fort +2, Ref +4, Will +6
    Abilities: Str 8, Dex 16, Con 12, Int 3, Wis 14, Cha 6
    Skills: Hide +7, Listen +6, Move Silently +6, Spot +6
    Feats: Alertness, Weapon Finesse
    Environment: Wildspace
    Organization: Solitary, Pack (2-6), or Swarm (7-12)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Chaotic Evil
    Advancement: 5-6 HD (Small), 7-12 HD (Medium)
    Level Adjustment: ---

    "I call these..."

    "Nope..nope, we're out."

    Also called Bloodsacs, the Haagathga are blobs of gelatin coated in a blue-black membrane and razor toothed gold or silver suckers. They blend in perfectly well with Wildspace, which is where they spend most of their time hunting for prey. They have never communicated with another race.

    Attach (Ex): If a Haagathga hits with a touch attack, it uses its suckers to latch onto the opponent's body. An attached Haagathga is effectively grappling its prey. The Haagathga loses its Dexterity bonus to AC and has an AC of 15, but holds on with great tenacity. Haagathga have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

    An attached Haagathga can be struck with a weapon or grappled itself. To remove an attached Haagathga through grappling, the opponent must achieve a pin against the Haagathga. Removing the Haagathga via Grapple does 1d6 damage as it's suckers rip free.

    Blood Drain (Ex): A Haagathga drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim.

    Memory Drain (Ex): If a Haagathga complettely drains a victim it takes a Full Round Action to drain it's victims spinal fluids. For 24 hours after the Haagathga has the Int Score, memories and skill ranks of it's victim. A victim Raised or Resurrected from the dead has no memories and is effectively a 1st Level commoner. To fully restore him the Haagathga must be killed or a Wish must be casy.

    Camouflage (Ex): The Haagathga can use the Hide skill in wildspace, even if the terrain doesn't grant cover or concealment.

    Vulnerability: Haagathga are natives of Wildspace, entry to an area with normal or heavier gravity destroys them instantly.

    Combat: Haagathga swoop down silently on ships and pick off their crew one by one. If one of them senses food the rest follow it.
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  16. - Top - End - #1306
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    Harrier (Forgotten Realms)
    Medium Aberration
    Hit Dice: 7d8+7 (38 hp)
    Initiative: +6
    Speed: 15 ft. (3 squares), Fly 30 ft (Clumsy)
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +5/+6
    Attack: Bite +7 melee (1d8+1 plus poison)
    Full Attack: Bite +7 melee (1d8+1 plus poison) and 2 Claws +2 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, Pounce, Rake, Improved Grab, Constrict
    Special Qualities: Darkvision 60 ft. Glide, Camouflage, Immune to Fire Damage
    Saves: Fort +3, Ref +4, Will +7
    Abilities: Str 13, Dex 15, Con 13, Int 6, Wis 14, Cha 8
    Skills: Climb +4, Jump +4, Listen +4, Spot +4
    Feats: Ability Focus (Poison), Improved Initiative, Weapon Finesse
    Environment: Warm Forest
    Organization: Solitary or Pair
    Challenge Rating: 4
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 8-10 HD (Medium), 11-21 HD (Large)
    Level Adjustment: ---

    "Good thing you keep this one in a cage. How do you expect it to be a guard with that temper?"

    "We're hoping to crowdfund research money for that."

    Harriers begin life as worms with translucent skin and toothless beaks. Given enough food they molt within 2 months and emerge as miniature adults. The adults are mostly humanoid with slightly pointed ears, blowing red eyes and vicious fanged beaks. Their hands and feet are clawed, and a gliding membrane stretches between their limbs. They have no society, and with the exception of mating season attack any living creature they see regardless of the danger. In tough times they will even devour one another.

    Poison (Ex): Injury, DC 16 Fortitude Save (Save DC is Con based), Initial damage is an additional 2d6 acid damage. Secondary damage is a -2 penalty on attack rolls, skill checks, and ability checks.

    Pounce (Ex): Harriers can make a Full Attack with a Charge, including Rakes.

    Rake (Ex): Attack Bonus +2, damage 1d4+1.

    Improved Grab (Ex): To use this ability, a Harrier must hit a Medium or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

    Constrict (Ex): Harriers do 2d4+2 damage with a successful Grapple Check.

    Glide (Ex): When flying a Harrier loses 5 ft. in height for every 10 ft. it moves forward (it may not fly up).

    Camouflage (Ex): A Harrier can use the Hide skill in any sort it's native terrain, even if the terrain doesn’t grant cover or concealment.

    Combat: Harriers are vicious predators that will attack anything entering their territory, even if it likely means their own death. Even Dragons won't make them back down.



    Harrier Larva (Forgotten Realms)
    Tiny Aberration
    Hit Dice: 1d8 (4 hp)
    Initiative: +2
    Speed: 10 ft. (2 squares), Climb 10 ft.
    Armor Class: 15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
    Base Attack/Grapple: +0/-11
    Attack: Bite +4 melee (1d4-3)
    Full Attack: Bite +4 melee (1d4-3)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: ---
    Special Qualities: Darkvision 60 ft., Mindless
    Saves: Fort +0, Ref +2, Will +3
    Abilities: Str 5, Dex 15, Con 10, Int -, Wis 12, Cha 2
    Skills: Climb +5, Listen +3, Spot +3
    Feats: ---
    Environment: Warm Forest
    Organization: Solitary, Pair or Clutch (3-6)
    Challenge Rating: 1/4
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 8-10 HD (Medium), 11-21 HD (Large)
    Level Adjustment: ---

    "It seems to be infested as well."

    "Them's the babies."

    "Sweet Jebus..."

    Larva are voracious, and will be full sized adults within 2 months with plenty of food.

    Skills: Harrier Larva gain a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check. It also gains a +2 Racial onus on Listen and Spot Checks.

    Combat: Larva will start biting anything that isn't a Harrier that comes within reach.
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  17. - Top - End - #1307
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    Guardian Genie (Al-Qadim)
    Large Outsider (Extraplanar, Fire)
    Hit Dice: 14d8+56 (119 hp)
    Initiative: +8
    Speed: 40 ft. (8 squares)
    Armor Class: 27 (-1 Size, +4 Dex, +14 Natural), touch 13, flat-footed 23
    Base Attack/Grapple: +14/+25
    Attack: Slam +20 melee (1d8+7) or by Weapon +20 melee
    Full Attack: 4 Slams +20 melee (1d8+7) or by Weapon +18/+14/+14/+14 melee
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Breath Weapon, Spell-Like Abilities
    Special Qualities: Heightened Senses, darkvision 60 ft., immunity to fire, spell immunity, plane shift, telepathy 100 ft., SR 18
    Saves: Fort +13, Ref +13, Will +13
    Abilities: Str 25, Dex 19, Con 18, Int 14, Wis 18, Cha 16
    Skills: Bluff +17, Concentration +14, Diplomacy +17, Hide +14, Intimidate +17, Knowledge (any 2) +12, Listen +18, Move Silently +14, Search +12, Sense Motive +14, Spellcraft +12, Spot +18, Use Magic Device +12
    Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Multiweapon Fighting
    Environment: Any
    Organization: Solitary
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Lawful Neutral
    Advancement: 15-21 HD (Large), 22-42 HD (Huge)
    Level Adjustment: ---

    [size=14pt]"YOU! STEP AWAY FROM THE MERCHANDISE TABLE"[/size]

    "No Iblis! We want them to approach the merchandise table!"

    "Sorry boss, force of habit."

    Guardians are Efreeti tasked with guarding wealth for so long it has warped them. They appear slightly shorter than usual, but with an additional face on the back of it's head, and knobby, rhinoceros like hide. The are humorless, and solitary, having no love for conversation.

    Breath Weapon (Su): 1/day a Guardian Genie can spit a cloud of green fire in a 30 ft. cone. Anything in this area can make a DC 20 Reflex Save to take half damage. It does 14d6 Fire damage.

    Spell-Like Abilities (Sp): 2/day: Alarm, Detect Invisibility, Explosive Runes, Ghoul Glyph, Glyph of Warding, Guards and Wards, Sepia Snake Sigil, Shout, Silence. 1/day: Blade Barrier.

    Heightened Senses (Ex): Guardian Genies can always Take 20 on Listen and Spot Checks. They are also immune to being flanked.

    Spell Immunity (Ex): Guardian Genies are immune to spells from the Enchantment and Illusion schools (as well as Spell-Like Abilities or Supernatural Abilities that produce the same effects).

    Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

    Combat: Despite their focus the Guardian Genies have no great love for violence. They will give warnings, but if they aren't heeded they go for spellcasters first.
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  18. - Top - End - #1308
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    Quote Originally Posted by Bhu View Post
    Lightning Zombie (Mystara)

    SNIP
    Glam rock zombies are a need I didn't know the game had. Well done!

  19. - Top - End - #1309
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    Slayer Genie (Al-Qadim)
    Large Genie (Extraplanar)
    Hit Dice: 12d8+60 (114 hp)
    Initiative: +7
    Speed: 60 ft. (12 squares), Fly 90 ft. (Perfect)
    Armor Class: 24 (-1 Size, +3 Dex, +12 Natural), touch 12, flat-footed 21
    Base Attack/Grapple: +12/+25
    Attack: Claw +20 melee (2d6+9) or Weapon +20
    Full Attack: 4 Claws +20 melee (2d6+9) or Weapon +16/+16/+15/+11
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Frightful Presence, Rage, Spell-Like Abilities
    Special Qualities: Darkvision 60 ft., Elemental Endurance, plane shift, telepathy 100 ft., SR x
    Saves: Fort +13, Ref +11, Will +12
    Abilities: Str 28, Dex 17, Con 20, Int 14, Wis 18, Cha 18
    Skills: Bluff +19, Concentration +15, Diplomacy +14, Hide +14, Intimidate +19, Knowledge (The Planes) +16, Listen +19, Move Silently +18, Sense Motive +19, Spellcraft +12, Spot +19
    Feats: Combat Reflexes, Improved Initiative, Improved Two Weapon Fighting, Large and in Charge, Two Weapon Fighting
    Environment: Any
    Organization: Solitary
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: 15-18 HD (Large), 19-36 HD (Huge)
    Level Adjustment: ---

    "I once choked a man with his own intestine."

    "Really. Well, that's...

    "It was a suboptimal murder."

    "I see. We..."

    "Sounded like a dry moose fart too."

    "..."

    Slayers are burned out madmen who have been forevermore tasked with slaughter. They are massively muscled Genies with dark skin and four arms. 2 of their arms end in clawed hands, and the others end in Lions paws. Their red eyes burn with fire and above them sets a green cat's eye. They also have two batlike wings. Due to their obsession with bloodshed it is not wise to leave them untasked for very long.

    Frightful Presence (Ex): A Slayer can unsettle foes with its mere presence. The ability takes effect automatically whenever the Slayer attacks, charges, or flies overhead. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the Slayer. A potentially affected creature that succeeds on a Will save (DC 10 + ½ Slayer’s HD + Slayer’s Cha modifier) remains immune to that Slayer’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

    Rage (Ex): A Slayer that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

    Spell-Like Abilities (Sp): At Will: Blindness/Deafness, Darkness, Dimension Door, Gaseous Form, Greater Invisibility, Misdirection, Polymorph (self only), Silence, Ventriloquism.

    Elemental Endurance (Ex): Slayers are immune to the effects of the elemental and Astral Planes as though they were native to them.

    Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

    Combat: Slayers prefer melee as it's up close and personal, but will use ranged weapons if necessary. Weapons of choice include scimitars, axes, cleaving polearms, morning stars, and maces.
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  20. - Top - End - #1310
    Firbolg in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: Critters II!

    Greelox
    Large Magical Beast
    Hit Dice: 6d10+12 (45 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares), Climb 40 ft.
    Armor Class: 19 (-1 Size, +1 Dex, +9 Natural), touch 10, flat-footed 18
    Base Attack/Grapple: +6/+18
    Attack: Claw +9 melee (2d4+4)
    Full Attack: 2 Claws +9 melee (2d4+4) and 2 Slams +4 melee (1d4+2) and 1 Bite +4 melee (2d4+2)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Poison, Spell-Like Abilities, Acid Webbing
    Special Qualities: Darkvision 60 ft., Immune to Poison and Acid damage, DR 10/Magic, Polyglot
    Saves: Fort +8, Ref +6, Will +4
    Abilities: Str 19, Dex 12, Con 16, Int 14, Wis 14, Cha 14
    Skills: Climb +12, Concentration +8, Hide +6, Jump +12, Knowledge (Planes) +4, Listen +7, Move Silently +6, Spot +6, Spellcraft +7
    Feats: Ability Focus (Poison, Shadow Evocation), Improved Initiative
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: 7-9 HD (Large), 10-18 HD (Huge)
    Level Adjustment: ---

    "Congratulations sir, that's the most terrifying minion I've seen all day."

    "He's no Minion ma'am, he's the conventions official translator."

    "Awkward."

    Greelox resemble very black whip scorpions that have two humanoid arms in addition to their usual appendages. Solitary on the Prime Material Plane, they are rumored to have entire cities on the Demiplane of Shadow.

    Poison (Ex): Injury, DC 18 Fortitude Save, Initial and Secondary damage is 1d4 temporary Constitution damage. If the Save is successful the victim is still Nauseated for 1d6 rounds.

    Spell-Like Abilities (Sp): At Will: Dimension Door (only in areas of darkness or shadowy illumination), Shadow Magic. Caster Level is 9th.

    Acid Webbing (Ex): Greelox often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the Greelox and one creature of the same size. Greelox can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 90 feet, with a range increment of 15 feet, and is effective against targets up to one size category larger than the Greelox. An entangled creature can escape with a successful DC 16 Escape Artist check or burst it with a DC 20 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

    Greelox often create sheets of sticky webbing from 5 to 60 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. 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 Greelox can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Any creature in contact with the web takes 1 point of Acid damage per round. This acid only affects organic material.

    Polyglot (Ex): Greelox are proficient with languages, knowing a number of them equal to half their Int Score. They can learn any language by studying it for 1 hour.

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

    Combat: Greelox prefer to fight from range with their SLA's and webbing. Their poison is reserved for anything getting close. They sometimes wield weapons or shields in their human hands, but this is rare unless the items are magical.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

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