The Order of the Stick: Utterly Dwarfed
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    Garrador (Human Barbarian 5 base, Plagas Template)
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    Games: RE4
    Medium Aberration (Queen Plagas Carrier)
    Hit Dice: 6d8+30 (57HP)
    Initiative: +1
    Speed: 40’ (8 squares)
    Armor Class: 12 (-2 Blind, +1 Dex, +3 studded leather); touch 9; flat-footed 11
    Base Attack/Grapple: +6/+10
    Attack: Dragon Claw +10 melee (2d8+4, 20/×4 critical) or Slam +10 melee (1d3+4)
    Full Attack: Dragon Claw +10 melee (2d8+4, 20/×4 critical) & Slam +10 melee (1d3+4)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Illiteracy, Blindsense, Sonic Sensitivity, Rage, Fast Movement, Uncanny Dodge, Trap Sense, Improved Uncanny Dodge, Aberration traits, Plagas Carrier traits
    Saves: Fort +9, Ref +2, Will +1
    Abilities: Str 19 (+4), Dex 12 (+1), Con 20 (+5), Int 5 (-3), Wis 11 (+0), Cha 8 (-1)
    Skills: Balance +3, Escape Artist +3, Intimidate +7, Jump +16, Listen +7
    Feats: Agile, Blind-Fight, Power Attack
    Environment: any land or underground
    Organization: any
    Challenge Rating: 6
    Treasure: standard
    Alignment: Chaotic Evil
    Advancement: by character class
    Level Adjustment: N/A

    • Blindsense (Ex): a Garrador cannot see; he takes a -2 penalty to Armor Class & takes a -4 penalty on Search checks and on most Strength- & Dexterity-based skill checks; all checks and activities that rely on vision automatically fail; all opponents are considered to have total concealment (50% miss chance)

    • Sonic Sensitivity (Ex): a Garrador is dazed for 1 round by loud noises, such as nearby explosions, large bell chimes, or thunderclaps; a Garrador is also dazed for 1 round after receiving sonic-based damage; afterward, it gains a +5 morale bonus to their initiative for the next round
    Last edited by Zeta Kai; 2008-11-09 at 09:53 PM. Reason: added image

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    Giga Bite (Mega Bite base, Template #2)
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    Games: OB2
    Large Aberration (T-Virus Carrier)
    Hit Dice: 4d8+16 (34HP)
    Initiative: +3
    Speed: 5’ (1 square)
    Armor Class: 14 (-1 size, +3 Dex, +2 natural); touch 12; flat-footed 11
    Base Attack/Grapple: +3/+15
    Attack: Bite +10 melee (1d8+8)
    Full Attack: 2 Bites +10 melee (1d8+8)
    Space/Reach: 10’/10’
    Special Attacks: Blood Drain, Improved Grab, Pounce
    Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
    Saves: Fort +4, Ref +3, Will -1
    Abilities: Str 26 (+8), Dex 16 (+3), Con 18 (+4), Int 0 (--), Wis 8 (-1), Cha 2 (-4)
    Skills: Hide +2, Jump +16
    Feats: N/A
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 4
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Blood Drain (Ex): a Giga Bite that is attached to its opponent deals 2 points of Constitution damage per round until it reaches a total of 12 points, at which point it detaches from its victim & retreats to digest its meal

    • Improved Grab (Ex): to use this ability, a Giga Bite must hit with a Bite 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 & can Blood Drain

    • Pounce (Ex): if a Giga Bite charges an opponent, it can make a full attack, including 2 Bites
    Last edited by Zeta Kai; 2008-11-09 at 09:54 PM. Reason: added image

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    Glimmer
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    Games: DA
    Medium Aberration (Aquatic, T-Virus Carrier)
    Hit Dice: 2d8+6 (15HP)
    Initiative: +5
    Speed: 50’ (10 squares)
    Armor Class: 17 (+5 Dex, +2 natural); touch 15; flat-footed 12
    Base Attack/Grapple: +1/+1
    Attack: Claw +1 melee (1d4+1)
    Full Attack: Claw +1 melee (1d4+1) & Bite +1 melee (1d4)
    Space/Reach: 5’/5’
    Special Attacks: Acid Spray, Improved Grab
    Special Qualities: Aberration traits, T-Virus Carrier traits, Glowing Eyes, Vulnerability to Fire, Water Dependent
    Saves: Fort +3, Ref +5, Will +1
    Abilities: Str 11 (+0), Dex 20 (+5), Con 16 (+3), Int 2 (-4), Wis 12 (+1), Cha 8 (-1)
    Skills: Hide -5, Jump +6, Move Silently +14, Search +1, Spot +10, Survival +3
    Feats: Dodge, Mobility
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 2
    Treasure: N/A
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    • Acid Spray (Ex): a Glimmer can emit a 20’ cone of acid (2d6 damage, Reflex save DC12 for half damage) every 1d4+2 rounds

    • Improved Grab (Ex): to use this ability, a Glimmer must hit 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 & can automatically hit with an Acid Spray attack (no saving throw allowed)

    • Glowing Eyes (Ex): a Glimmer’s eyes glow with the light of an average candle, casting shadowy illumination in a 5’ radius & granting a -10 penalty on Hide checks made by a Glimmer (included in Skills, above)

    • Water Dependent (Ex): a Glimmer can survive out of the water for 1 hour per point of Constitution bonus (after that, refer to the drowning rules); also, subtract 1 hour for every 10 points of fire damage they receive
    Last edited by Zeta Kai; 2008-11-09 at 09:59 PM. Reason: added image

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    Grave Digger*
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    Games: RE3
    Huge Aberration (T-Virus Carrier)
    Hit Dice: 7d8+49 (80HP)
    Initiative: -4
    Speed: 20’ (4 squares)
    Armor Class: 14 (-2 size, -4 Dex, +10 natural); touch 4; flat-footed 14
    Base Attack/Grapple: +6/+22
    Attack: Bite +14 melee (2d6+10)
    Full Attack: Bite +14 melee (2d6+10) & Gore +9 melee (1d6+5)
    Space/Reach: 15’/15’
    Special Attacks: Improved Grab, Powerful Charge, Swallow Whole
    Special Qualities: Blindsense, Tremorsense, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Fast Healing 1
    Saves: Fort +6, Ref -3, Will +0
    Abilities: Str 31 (+10), Dex 3 (-4), Con 24 (+7), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
    Skills: N/A
    Feats: N/A
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 7
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Improved Grab (Ex): to use this ability, the Grave Digger must hit with a Bite 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 & can Swallow Whole

    • Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows the Grave Digger to make a single Claw attack (piercing, like a gore attack) with a +14 attack bonus that deals 4d6+20 points of damage

    • Swallow Whole (Ex): the Grave Digger can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check; once inside, the opponent takes 2d6+10 points of crushing damage plus 1d6 points of acid damage per round from the Grave Digger’s digestive juices; a swallowed creature can cut its way out by dealing 26 points of damage to the Grave Digger’s digestive tract (AC14); once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out; the Grave Digger’s gullet can hold 2 Large, 8 Medium, 32 Small, 128 Tiny or 512 Diminutive or smaller creatures

    • Blindsense (Ex): the Grave Digger notices & locates creatures within 30’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

    • Tremorsense (Ex): the Grave Digger can pinpoint the location of anything in contact with the ground within 60’
    Last edited by Zeta Kai; 2008-11-09 at 10:00 PM.

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    Gulp Worm*
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    Games: CV
    Huge Aberration (T-Virus Carrier)
    Hit Dice: 8d8+48 (84HP)
    Initiative: -3
    Speed: 20’ (4 squares)
    Armor Class: 15 (-2 size, -3 Dex, +10 natural); touch 5; flat-footed 15
    Base Attack/Grapple: +6/+21
    Attack: Bite +13 melee (1d8+9)
    Full Attack: Bite +13 melee (1d8+9) & Slam +8 melee (1d6+4)
    Space/Reach: 15’/15’
    Special Attacks: Improved Grab, Swallow Whole
    Special Qualities: Blindsense, Tremorsense, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity, Vulnerability to Electricity
    Saves: Fort +6, Ref -3, Will +0
    Abilities: Str 29 (+9), Dex 5 (-3), Con 22 (+6), Int 0 (--), Wis 10 (+0), Cha 2 (-4)
    Skills: N/A
    Feats: N/A
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 6
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Improved Grab (Ex): to use this ability, the Gulp Worm must hit with a Bite 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 & can Swallow Whole

    • Swallow Whole (Ex): the Gulp Worm can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check; once inside, the opponent takes 1d8+9 points of crushing damage plus 1d6 points of acid damage per round from the Gulp Worm’s digestive juices; a swallowed creature can cut its way out by dealing 28 points of damage to the Gulp Worm’s digestive tract (AC15); once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out; the Gulp Worm’s gullet can hold 2 Large, 8 Medium, 32 Small, 128 Tiny or 512 Diminutive or smaller creatures

    • Blindsense (Ex): the Gulp Worm notices & locates creatures within 30’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

    • Tremorsense (Ex): the Gulp Worm can pinpoint the location of anything in contact with the ground within 60’

    • Vulnerability to Electricity: the Gulp Worm takes twice as much (×2) damage as normal from electricity, regardless of whether a saving throw is allowed, or if the save is a success or failure; in addition, the Gulp Worm must make a Fortitude save (DC10) or die each round it is exposed to electricity damage, with the DC increasing by 1 each round after the first
    Last edited by Zeta Kai; 2008-11-09 at 10:03 PM. Reason: added image

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    Horn Bill (Template #1)
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    Games: OB2
    Tiny Undead (T-Virus Carrier)
    Hit Dice: ½d12+3 (6HP)
    Initiative: +1
    Speed: 5’ (1 square), Fly 30’ (6 squares, average maneuverability)
    Armor Class: 13 (+2 size, +1 Dex); touch 13; flat-footed 12
    Base Attack/Grapple: +0/-11
    Attack: Talon +3 melee (1d2-3)
    Full Attack: Talon +3 melee (1d2-3) & Bite -2 melee (1d3-3)
    Space/Reach: 2.5’/0’
    Special Attacks: N/A
    Special Qualities: Low-Light Vision, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
    Saves: Fort +0, Ref +1, Will +2
    Abilities: Str 4 (-3), Dex 12 (+1), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
    Skills: N/A
    Feats: Toughness, Weapon Finesse (Claw) B
    Environment: any land or underground
    Organization: any
    Challenge Rating: 1
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Flight (Ex): a Horn Bill can cease or resume flight as a free action; in addition, it can also make dive attacks, which work just like a charge, but it must move a minimum of 30’ & descend at least 10’; it can make only Talon attacks, but these deal double damage; it can also use the run action while flying, provided that it flies in a straight line
    Last edited by Zeta Kai; 2008-11-09 at 10:05 PM. Reason: added image

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    Hunter, Elite*
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    Games: DA
    Medium Aberration (T-Virus Carrier)
    Hit Dice: 5d8+20 (42HP)
    Initiative: +4
    Speed: 50’ (10 squares)
    Armor Class: 21 (+4 Dex, +7 natural); touch 14; flat-footed 17
    Base Attack/Grapple: +3/+8
    Attack: Claw +8 melee (1d6+5, 20/×3 critical)
    Full Attack: Claw +8 melee (1d6+5, 20/×3 critical) & Bite +6 melee (1d8+2)
    Space/Reach: 5’/5’
    Special Attacks: Pounce
    Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Scent
    Saves: Fort +4, Ref +7, Will +0
    Abilities: Str 21 (+5), Dex 18 (+4), Con 18 (+4), Int 3 (-4), Wis 12 (+1), Cha 8 (-1)
    Skills: Balance +3, Hide +6, Jump +7, Listen +5, Move Silently +8, Search +1, Spot +4, Survival +3
    Feats: Alertness, Multiattack, Power Attack
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 5
    Treasure: N/A
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    • Pounce (Ex): if a Hunter charges a foe, it can make a full attack, including a Claw attack & a Bite attack

    • Powerful Build (Ex): whenever a Hunter is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; a Hunter can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

    • Scent (Ex): a Hunter can detect opponents by sense of smell within 40’ (×2 for upwind opponents, ×½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-09 at 10:08 PM. Reason: added image

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    Hunter, Enhanced / II*
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    Games: CV
    Medium Aberration (T-Virus Carrier)
    Hit Dice: 5d8+20 (42HP)
    Initiative: +3
    Speed: 40’ (8 squares)
    Armor Class: 18 (+3 Dex, +5 natural); touch 13; flat-footed 15
    Base Attack/Grapple: +3/+6
    Attack: Claw +6 melee (1d6+3, 20/×3 critical)
    Full Attack: 2 Claws +6 melee (1d6+3, 20/×3 critical) & Bite +4 melee (1d6+1)
    Space/Reach: 5’/5’
    Special Attacks: Pounce
    Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Seeker Com
    Saves: Fort +4, Ref +6, Will +0
    Abilities: Str 17 (+3), Dex 16 (+3), Con 18 (+4), Int 9 (-1), Wis 12 (+1), Cha 8 (-1)
    Skills: Balance +3, Hide +6, Jump +7, Listen +6, Move Silently +8, Search +4, Spot +5, Survival +4
    Feats: Alertness, Multiattack, Power Attack
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 4
    Treasure: N/A
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    • Pounce (Ex): if a Hunter charges a foe, it can make a full attack, including two Claw attacks & a Bite attack

    • Powerful Build (Ex): whenever a Hunter is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; a Hunter can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

    • Seeker Com (Ex): a Hunter can track down its target through an automated surveillance device called a Seeker, which directs the Hunter directly against opponents, & is received by a special radio frequency; anything that a Seeker camera perceives is relayed to a Hunter within range (1500’)
    Last edited by Zeta Kai; 2008-11-13 at 03:38 PM. Reason: added image

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    Hunter, MA-121 Alpha*
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    Games: RE0, RE1, Sur
    Medium Aberration (T-Virus Carrier)
    Hit Dice: 5d8+10 (32HP)
    Initiative: +3
    Speed: 40’ (8 squares)
    Armor Class: 18 (+3 Dex, +5 natural); touch 13; flat-footed 15
    Base Attack/Grapple: +3/+7
    Attack: Claw +7 melee (1d6+4, 20/×3 critical)
    Full Attack: 2 Claws +7 melee (1d6+4, 20/×3 critical) & Bite +5 melee (1d6+2)
    Space/Reach: 5’/5’
    Special Attacks: Pounce
    Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Scent
    Saves: Fort +2, Ref +6, Will +0
    Abilities: Str 19 (+4), Dex 16 (+3), Con 15 (+2), Int 3 (-4), Wis 12 (+1), Cha 8 (-1)
    Skills: Balance +2, Hide +5, Jump +6, Listen +5, Move Silently +7, Search +1, Spot +4, Survival +3
    Feats: Alertness, Multiattack, Power Attack
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 4
    Treasure: N/A
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    • Pounce (Ex): if a Hunter charges a foe, it can make a full attack, including two Claw attacks & a Bite attack

    • Powerful Build (Ex): whenever a Hunter is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; a Hunter can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

    • Scent (Ex): a Hunter can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-09 at 10:16 PM. Reason: added image

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    Hunter, MA-121 Beta*
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    Games: RE3
    Medium Aberration (T-Virus Carrier)
    Hit Dice: 5d8+10 (32HP)
    Initiative: +5
    Speed: 50’ (10 squares)
    Armor Class: 20 (+5 Dex, +5 natural); touch 15; flat-footed 15
    Base Attack/Grapple: +3/+5
    Attack: Claw +5 melee (1d6+2)
    Full Attack: 2 Claws +5 melee (1d6+2) & Bite +3 melee (1d6+1)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Scent, Improved Evasion
    Saves: Fort +2, Ref +7, Will +0
    Abilities: Str 15 (+2), Dex 20 (+5), Con 15 (+2), Int 3 (-4), Wis 12 (+1), Cha 8 (-1)
    Skills: Balance +4, Hide +7, Jump +4, Listen +5, Move Silently +9, Search +1, Survival +3
    Feats: Alertness, Dodge, Multiattack
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 4
    Treasure: N/A
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    • Powerful Build (Ex): whenever a Hunter is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; a Hunter can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

    • Scent (Ex): a Hunter can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-09 at 10:18 PM. Reason: added image

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    Hunter, MA-124 Gamma*
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    Games: RE3, OB1, OB2
    Medium Aberration (T-Virus Carrier)
    Hit Dice: 5d8+25 (47HP)
    Initiative: +2
    Speed: 40’ (8 squares)
    Armor Class: 17 (+2 Dex, +5 natural); touch 12; flat-footed 15
    Base Attack/Grapple: +3/+6
    Attack: Claw +6 melee (1d4+3, 20/×3 critical)
    Full Attack: 2 Claws +6 melee (1d4+3, 20/×3 critical) & Bite +1 melee (1d4+1)
    Space/Reach: 5’/5’
    Special Attacks: Improved Grab, Swallow Whole
    Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Scent, Water Dependent, Vulnerability to Fire
    Saves: Fort +5, Ref +4, Will +0
    Abilities: Str 17 (+3), Dex 14 (+2), Con 20 (+5), Int 3 (-4), Wis 10 (+0), Cha 6 (-2)
    Skills: Balance +1, Hide +4, Jump +5, Listen +4, Move Silently +6, Search +1, Spot +3, Survival +2
    Feats: Alertness, Power Attack
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 4
    Treasure: N/A
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    • Improved Grab (Ex): to use this ability, a Hunter must hit with a Bite 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 & can Swallow Whole

    • Swallow Whole (Ex): if a Hunter begins its turn with an opponent (up to Medium size) held in its mouth (see Improved Grab, above), it can attempt a new grapple check (as though attempting to pin the opponent); if successful, it swallows its prey, & the opponent takes bite damage; a swallowed creature is considered to be grappled, while the Hunter is not; a swallowed creature can try to cut its way free with any light slashing or piercing weapon dealing 15 points of damage (against AC12), or it can just try to escape the grapple; if the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again

    • Powerful Build (Ex): whenever a Hunter is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; a Hunter can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

    • Scent (Ex): a Hunter can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

    • Water Dependent (Ex): Hunters can survive out of the water for 1 hour per point of Constitution bonus (after that, refer to the drowning rules); also, subtract 1 hour for every 10 points of fire damage they receive
    Last edited by Zeta Kai; 2008-11-09 at 10:20 PM. Reason: added image

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    Hunter, Mu / Mini*
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    Games: OB1, OB2
    Small Aberration (T-Virus Carrier)
    Hit Dice: 5d8+15 (37HP)
    Initiative: +3
    Speed: 30’ (6 squares)
    Armor Class: 20 (+1 size, +3 Dex, +6 natural); touch 14; flat-footed 17
    Base Attack/Grapple: +3/+1
    Attack: Claw +6 melee (1d3+2, 20/×3 critical)
    Full Attack: 2 Claws +6 melee (1d3+2, 20/×3 critical) & Bite +4 melee (1d3+1)
    Space/Reach: 5’/5’
    Special Attacks: Pounce
    Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Scent
    Saves: Fort +3, Ref +5, Will +0
    Abilities: Str 14 (+2), Dex 16 (+3), Con 17 (+3), Int 5 (-3), Wis 12 (+1), Cha 8 (-1)
    Skills: Balance +2, Hide +9, Jump +4, Listen +5, Move Silently +7, Search +2, Spot +4, Survival +3
    Feats: Alertness, Multiattack, Power Attack
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 4
    Treasure: N/A
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    • Pounce (Ex): if a Hunter charges a foe, it can make a full attack, including two Claw attacks & a Bite attack

    • Powerful Build (Ex): whenever a Hunter is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; a Hunter can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

    • Scent (Ex): a Hunter can detect opponents by sense of smell within 20’ (×2 for upwind opponents, ×½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-09 at 10:24 PM. Reason: added image

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    Default Re: Resident Evil D20

    Hunter, MA-125 R*
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    Games: OB1, OB2
    Medium Aberration (T-Virus Carrier)
    Hit Dice: 5d8+15 (37HP)
    Initiative: +4
    Speed: 50’ (10 squares)
    Armor Class: 20 (+4 Dex, +6 natural); touch 14; flat-footed 16
    Base Attack/Grapple: +3/+5
    Attack: Claw +5 melee (1d4+2, 20/×3 critical)
    Full Attack: 2 Claws +5 melee (1d4+2, 20/×3 critical) & Bite +3 melee (1d6+1)
    Space/Reach: 5’/5’
    Special Attacks: Pounce
    Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Scent
    Saves: Fort +3, Ref +6, Will +0
    Abilities: Str 14 (+2), Dex 18 (+4), Con 17 (+3), Int 5 (-3), Wis 12 (+1), Cha 8 (-1)
    Skills: Balance +3, Hide +6, Jump +4, Listen +5, Move Silently +8, Search +2, Spot +4, Survival +3
    Feats: Alertness, Multiattack, Power Attack
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 4
    Treasure: N/A
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    • Pounce (Ex): if a Hunter charges a foe, it can make a full attack, including two Claw attacks & a Bite attack

    • Powerful Build (Ex): whenever a Hunter is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; a Hunter can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

    • Scent (Ex): a Hunter can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-09 at 10:25 PM. Reason: added image

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    Default Re: Resident Evil D20

    Hunter, Sweeper*
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    Games: CV
    Medium Aberration (T-Virus Carrier)
    Hit Dice: 5d8+20 (42HP)
    Initiative: +3
    Speed: 40’ (8 squares)
    Armor Class: 18 (+3 Dex, +5 natural); touch 13; flat-footed 15
    Base Attack/Grapple: +3/+6
    Attack: Claw +6 melee (1d6+3 + poison)
    Full Attack: 2 Claws +6 melee (1d6+3 + poison) & Bite +4 melee (1d6+1)
    Space/Reach: 5’/5’
    Special Attacks: Pounce, Poison
    Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Scent
    Saves: Fort +4, Ref +6, Will +0
    Abilities: Str 17 (+3), Dex 16 (+3), Con 18 (+4), Int 9 (-1), Wis 12 (+1), Cha 8 (-1)
    Skills: Balance +3, Hide +6, Jump +7, Listen +6, Move Silently +8, Search +4, Spot +5, Survival +4
    Feats: Alertness, Multiattack, Power Attack
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 4
    Treasure: N/A
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    • Pounce (Ex): if a Hunter charges a foe, it can make a full attack, including two Claw attacks & a Bite attack

    • Poison (Ex): via injury; Fortitude DC16; initial damage 1d4 Strength & 1d4 Dexterity; secondary damage 1d4 Strength & 1d4 Dexterity

    • Powerful Build (Ex): whenever a Hunter is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; a Hunter can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

    • Scent (Ex): a Hunter can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-09 at 10:26 PM. Reason: added image

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    Default Re: Resident Evil D20

    Hyena, Zombie (Hyena base, Template #1)
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    Games: OB2
    Medium Undead (T-Virus Carrier)
    Hit Dice: 4d12+3 (25HP)
    Initiative: +0
    Speed: 40’ (8 squares)
    Armor Class: 12 (+0 Dex, +2 natural); touch 10; flat-footed 12
    Base Attack/Grapple: +2/+5
    Attack: Bite +5 melee (1d6+3)
    Full Attack: Bite +5 melee (1d6+3)
    Space/Reach: 5’/5’
    Special Attacks: Trip
    Special Qualities: Low-Light Vision, Scent, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
    Saves: Fort +1, Ref +1, Will +4
    Abilities: Str 16 (+3), Dex 11 (+0), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
    Skills: N/A
    Feats: Toughness
    Environment: any land or underground
    Organization: any
    Challenge Rating: 2
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 5HD (Medium), 7-9HD (Large)
    Level Adjustment: N/A

    • Trip (Ex): a Hyena that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity; if the attempt fails, the opponent cannot react to trip the hyena

    • Scent (Ex): a Hyena can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-09 at 10:27 PM.

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    Default Re: Resident Evil D20

    Illuminado / Heretic (Human Cleric 2 base, Plagas Template)
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    Games: RE4
    Medium Aberration (Alpha/Beta/Gamma Plagas Carrier)
    Hit Dice: 3d8+6 (19HP)
    Initiative: +0
    Speed: 30’ (6 squares)
    Armor Class: 10; touch 10; flat-footed 10
    Base Attack/Grapple: +2/+4
    Attack: Slam +4 melee (1d3+2)
    Full Attack: Slam +4 melee (1d3+2)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Aberration traits, Plagas Carrier traits
    Saves: Fort +5, Ref +0, Will +5
    Abilities: Str 14 (+2), Dex 11 (+0), Con 15 (+2), Int 14 (+2), Wis 14 (+2), Cha 7 (-2)
    Skills: Concentration +7, Craft +5, Diplomacy +2, Heal +4, Hide +2, Knowledge (history) +7, Knowledge (religion) +7, Move Silently +2, Profession +6, Spellcraft +4
    Feats: Dodge, Stealthy
    Environment: any land or underground
    Organization: any
    Challenge Rating: 3
    Treasure: standard
    Alignment: Lawful Evil
    Advancement: by character class
    Level Adjustment: N/A

    Weapon Variants
    • Dynamite +2 ranged (2d6 concussion, 5’ burst radius, 10’ range increment)
    • Tower Shield (+4AC/cover, max dex +2, check pen -10, spell fail 50%, -2 attack), often paired with Flail
    • Flail +3 melee (1d8+2)
    • Scythe +3 melee (2d4+2, 20/×4 critical)
    • Light Crossbow +2 ranged (1d8, 19-20/×2 critical, 80’ range increment)
    • Gatling Gun Turret +2 ranged (2d12, 110’ range increment, stationary, infinite ammo)
    • Rocket Launcher +2 ranged (10d6/3d6 splash, concussion, 150’ range increment)
    • Helmet (immunity to critical hits, +1AC, check pen -1, spell fail 10%, -1 attack), often paired with Flail or Light Crossbow
    Last edited by Zeta Kai; 2008-11-09 at 10:32 PM. Reason: added image

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    Default Re: Resident Evil D20

    Illuminado / Zealot (Human Cleric 4 base, Plagas Template)
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    Games: RE4
    Medium Aberration (Queen Plagas Carrier)
    Hit Dice: 5d8+13 (35HP)
    Initiative: +1
    Speed: 30’ (6 squares)
    Armor Class: 11 (+1 Dex); touch 11; flat-footed 10
    Base Attack/Grapple: +4/+5
    Attack: Slam +5 melee (1d3+1)
    Full Attack: Slam +5 melee (1d3+1)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Aberration traits, Plagas Carrier traits
    Saves: Fort +6, Ref +2, Will +7
    Abilities: Str 13 (+1), Dex 12 (+1), Con 14 (+2), Int 16 (+3), Wis 17 (+3), Cha 12 (+1)
    Skills: Bluff +6, Concentration +5, Diplomacy +3, Heal +5, Intimidate +6, Knowledge (history) +8, Knowledge (religion) +10, Profession +7, Sense Motive +4, Spellcraft +8
    Feats: Persuasive, Run, Toughness
    Environment: any land or underground
    Organization: any
    Challenge Rating: 5
    Treasure: standard
    Alignment: Lawful Evil
    Advancement: by character class
    Level Adjustment: N/A

    Weapon Variants
    • Scythe +3 melee (2d4+2, 20/×4 critical)
    • Gatling Gun Turret +2 ranged (2d12, 110’ range increment, stationary, infinite ammo)
    Last edited by Zeta Kai; 2008-11-09 at 10:31 PM. Reason: added image

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    Default Re: Resident Evil D20

    “It” U3*
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    Games: RE4
    Large Aberration (Beta Plagas Carrier)
    Hit Dice: 15d8+75 (142HP)
    Initiative: -2
    Speed: 30’ (6 squares), Burrow 20’ (4 squares)
    Armor Class: 17 (-1 size, -2 Dex, +10 natural); touch 7; flat-footed 17
    Base Attack/Grapple: +11/+25
    Attack: Claw +20 melee (2d6+10) or Tentacle +20 melee (1d8+10, 19-20/×2)
    Full Attack: 2 Claws +20 melee (2d6+10) or 2 Tentacles +20 melee (1d8+10, 19-20/×2)
    Space/Reach: 10’/10’
    Special Attacks: Powerful Charge, Strangle
    Special Qualities: Aberration traits, Plagas Carrier traits, Tremorsense, Damage Reduction 5/concussion, Frightful Presence
    Saves: Fort +12, Ref +5, Will +16
    Abilities: Str 30 (+10), Dex 6 (-2), Con 20 (+5), Int 3 (-4), Wis 12 (+1), Cha 2 (-4)
    Skills: Climb +11, Intimidate +7, Jump +11, Listen +3, Move Silently +1, Spot +3
    Feats: Awesome Blow, Improved Natural Attack, Improved Overrun, Power Attack
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 9
    Treasure: 2× standard
    Alignment: Lawful Evil
    Advancement: N/A
    Level Adjustment: N/A

    • Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows “It” to make a single Claw attack (slashing) with a +20 attack bonus that deals 4d6+20 points of damage

    • Strangle (Ex): on a successful grapple check, “It” can strangle an opponent, dealing 10 points of damage per round; in addition, the grappled creature cannot breathe (see Drowning or Suffocation rules in the DMG)

    • Tremorsense (Ex): “It” can pinpoint the location of anything in contact with the ground within 30’

    • Frightful Presence (Ex): “It” can inspire terror by charging or attacking; affected creatures must succeed on a DC13 Will save or become shaken, remaining in that condition as long as they remain with 20’ of “It”; the save DC is Constitution-based
    Last edited by Zeta Kai; 2008-11-09 at 10:34 PM. Reason: added image

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    Default Re: Resident Evil D20

    Ivy
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    Games: RE2, OB2, Sur
    Large Plant (T-Virus Carrier)
    Hit Dice: 5d8+18 (40HP)
    Initiative: +0
    Speed: 20’ (4 squares)
    Armor Class: 14 (-1 size, +5 natural); touch 9; flat-footed 14
    Base Attack/Grapple: +3/+12
    Attack: Tentacle +7 melee (1d8+5)
    Full Attack: 2 Tentacles +7 melee (1d8+5)
    Space/Reach: 10’/10’
    Special Attacks: Acid Spray, Improved Grab
    Special Qualities: Plant traits, T-Virus Carrier traits, Blindsight 30’, Vulnerability to Fire
    Saves: Fort +8, Ref +2, Will +7
    Abilities: Str 21 (+5), Dex 10 (+0), Con 17 (+3), Int 1 (-5), Wis 16 (+3), Cha 12 (+1)
    Skills: Hide -4, Intimidate +3, Listen +7, Sense Motive +3, Spot +5, Survival +4
    Feats: Alertness, Toughness
    Environment: warm forests or jungles
    Organization: solitary, pairs, or copses (3-6)
    Challenge Rating: 3
    Treasure: N/A
    Alignment: Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Acid Spray (Ex): an Ivy can emit a 20’ cone of acid (2d6 damage, Reflex save DC12 for half damage) every 1d4+2 rounds

    • Improved Grab (Ex): to use this ability, an Ivy 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 & can automatically hit with an Acid Spray attack

    • Vulnerability to Fire: an Ivy takes twice as much (×2) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure; in addition, an Ivy must make a Fortitude save (DC10) or die each round it is exposed to fire damage, with the DC increasing by 2 each round after the first
    Last edited by Zeta Kai; 2008-11-09 at 10:38 PM. Reason: added image

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    Default Re: Resident Evil D20

    So....much.....awesomeness......struggling......to comprehend......

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    Default Re: Resident Evil D20

    Jack Krauser (1st Form)*
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    Games: RE4
    Medium Human Fighter 10th Level / Barbarian 2nd Level (Queen Plagas Carrier)
    Hit Dice: 2d12+8d10+37 (94HP)
    Initiative: +3
    Speed: 40’ (8 squares)
    Armor Class: 13 (+3 Dex); touch 13; flat-footed 13
    Base Attack/Grapple: +10/+14
    Attack: Knife +14 melee (1d4+4, 19-20/×2, slashing) or M4A1 Assault Rifle +5 ranged (2d8, 80’ range increment, semi/automatic) or Hand Grenade (1d2/4d6 splash, 15’ range increment)
    Full Attack: Knife +14 melee (1d4+4, 19-20/×2, slashing) & Knife +9 melee (1d4+2, 19-20/×2, slashing) or M4A1 Assault Rifle +5 ranged (2d8, 80’ range increment, semi/automatic) or Flash Grenade (0, blind for 1 round/dazzled for 1d4+1 rounds, 20’ flash radius, 15’ range increment)
    Space/Reach: 5’/5’
    Special Attacks: Back Flip, Rage
    Special Qualities: Uncanny Dodge, Human traits, Plagas Carrier traits, Resurgent Form
    Saves: Fort +12, Ref +5, Will +3
    Abilities: Str 19 (+4), Dex 17 (+3), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 8 (-1)
    Skills: Balance +5, Climb +9, Escape Artist +5, Hide +7, Intimidate +7, Jump +15, Move Silently +11, Survival +14, Swim +8, Tumble +9
    Feats: Acrobatic, Agile, Dodge, Improved Bull Rush, Mobility, Power Attack, Skill Focus: Move Silently, Spring Attack, Stealthy, Weapon Focus: Knife
    Challenge Rating: 10
    Treasure: N/A
    Alignment: Neutral Evil

    Notes: 6’2” tall; 230 lbs.; tan skin; red eyes; dark brown hair

    • Back Flip (Ex): on a successful Tumble check (DC15), Krauser can take a 5’ step as a swift action, allowing him to gain a +5 circumstance bonus to his Armor Class & Reflex saving throws for 1 round; if you Krauser apply his Dexterity bonus to his AC, then he may not use Back Flip; if he is on a surface that would increase the Tumble DC, then apply the modifier as a penalty to his Tumble check to successfully Back Flip

    • Resurgent Form (Ex): when Krauser’s hit points fall below 1, he will transform into his second form, regaining his full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity
    Last edited by Zeta Kai; 2008-11-13 at 03:47 PM. Reason: added image

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    Default Re: Resident Evil D20

    Jack Krauser (2nd Form)*
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    Games: RE4
    Medium Aberration (Queen Plagas Carrier)
    Hit Dice: 11d8+44 (93HP)
    Initiative: +2
    Speed: 30’ (6 squares)
    Armor Class: 12 (+2 Dex); touch 12; flat-footed 12
    Base Attack/Grapple: +11/+16
    Attack: Claw +16 melee (2d8+5, 20/×3) or Kick (1d6+5)
    Full Attack: Claw +16 melee (2d8+5, 20/×3) or 2 Kicks (1d6+5)
    Space/Reach: 5’/5’
    Special Attacks: Claw, Impale, Rage, Trip
    Special Qualities: Uncanny Dodge, Aberration traits, Plagas Carrier traits
    Saves: Fort +12, Ref +5, Will +3
    Abilities: Str 21 (+5), Dex 15 (+2), Con 18 (+4), Int 8 (-1), Wis 14 (+2), Cha 6 (-2)
    Skills: Balance +4, Climb +10, Escape Artist +4, Hide +6, Intimidate +6, Jump +12, Move Silently +10, Survival +15, Swim +9, Tumble +8
    Feats: Acrobatic, Agile, Dodge, Improved Bull Rush, Mobility, Power Attack, Skill Focus: Move Silently, Spring Attack, Stealthy, Weapon Focus: Knife
    Challenge Rating: 11
    Treasure: 2× standard
    Alignment: Lawful Evil

    • Claw (Ex): unlike most creatures’ Claw attacks, Krauser’s Claw can deal either piercing or slashing, as chosen by him prior to each attack; in addition, he can also use his massive Claw as a shield, granting him a +2 armor bonus to his Armor Class as a move-equivalent action for 1 round, as long as he does not attack with the Claw during that round

    • Impale (Ex): on a successful grapple check, Krauser can impale an opponent with his arm blade, dealing 4d8+10 points of damage; no Reflex save is allowed

    • Trip (Ex): if Krauser hits with a Claw attack, he can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity; if the attempt fails, the opponent cannot react to trip Krauser
    Last edited by Zeta Kai; 2008-11-09 at 10:46 PM. Reason: added image

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    Default Re: Resident Evil D20

    J.J. (Human Fighter 5 base, Plagas Template)
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    Games: RE4
    Medium Aberration (Queen Plagas Carrier)
    Hit Dice: 6d8+24 (51HP)
    Initiative: +5
    Speed: 30’ (6 squares)
    Armor Class: 11 (+1 Dex); touch 11; flat-footed 10
    Base Attack/Grapple: +6/+11
    Attack: Gatling Gun +7 ranged (2d12, 110’ range increment, linked belt ammo) or Slam +11 melee (1d3+5)
    Full Attack: Gatling Gun +7 ranged (2d12, 110’ range increment, linked belt ammo) or Slam +11 melee (1d3+5)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Aberration traits, Plagas Carrier traits
    Saves: Fort +10, Ref +2, Will +0
    Abilities: Str 21 (+5), Dex 13 (+1), Con 19 (+4), Int 7 (-2), Wis 9 (-1), Cha 5 (-3)
    Skills: Climb +9, Intimidate +5, Jump +9
    Feats: Endurance, Great Fortitude, Improved Initiative, Point Blank Shot, Rapid Shot, Power Attack
    Environment: any land or underground
    Organization: any
    Challenge Rating: 6
    Treasure: standard
    Alignment: Lawful Evil
    Advancement: by character class
    Level Adjustment: N/A
    Last edited by Zeta Kai; 2008-11-09 at 10:47 PM. Reason: added image

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    Default Re: Resident Evil D20

    Leech
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    Games: RE0, OB1, OB2
    Diminutive Vermin
    Hit Dice: ¼d8 (1HP)
    Initiative: +3
    Speed: 5’ (1 square), Swim 5’ (1 square)
    Armor Class: 17 (+4 size, +3 Dex); touch 17; flat-footed 14
    Base Attack/Grapple: +0/-17
    Attack: Bite +1 melee (1 plus blood drain)
    Full Attack: Bite +1 melee (1 plus blood drain)
    Space/Reach: 1’/0’
    Special Attacks: Anesthetize, Attach, Blood Drain, Disease
    Special Qualities: Blindsight 5’, Scent
    Saves: Fort +2, Ref +3, Will -1
    Abilities: Str 1 (-5), Dex 16 (+3), Con 11 (+0), Int 0 (--), Wis 8 (-1), Cha 2 (-4)
    Skills: Hide +19, Swim +3
    Feats: Weapon Finesse B
    Environment: warm marsh
    Organization: colony (2-5) or swarm (6-11)
    Challenge Rating: 1/6
    Treasure: N/A
    Alignment: always Neutral
    Advancement: ½ Hit Die (Tiny), 1-3 Hit Die (Small)
    Level Adjustment: N/A

    • Anesthetize (Ex): a creature bitten by a Leech must succeed on a Spot check (opposed by the leech’s Hide check) to notice the attack if both the Leech & its victim are in murky water at least 1’ deep; each round of Blood Drain (see below) entitles the victim to another Spot check to notice the Leech, with a cumulative +1 bonus on the check per round after the first; creatures attacked in clear water, out of the water, or that have some means of detecting the Leech without seeing it notice the attack automatically

    • Attach (Ex): if a Leech hits with its Bite attack, it uses its sucker-like mouth to automatically latch onto the opponent’s body; it deals no additional damage while attached, but it drains blood (see below); an attached Leech loses its Dexterity bonus to AC & has AC14; an attached Leech can be struck with a weapon or grappled; to remove an attached leech via grappling, an opponent must achieve a pin against the Leech

    • Blood Drain (Ex): a Leech that is attached to its opponent deals 1 point of Constitution damage per round until it reaches a total of 4 points, at which point it detaches from its victim & retreats to digest its meal

    • Disease (Ex): a creature bitten by a Leech must make a Fortitude save (DC15) or contract the Red Ache (see Diseases in the DMG)

    • Scent (Ex): the creature can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-09 at 10:49 PM. Reason: added image

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    Default Re: Resident Evil D20

    Leech, Giant (Leech: Giant base, Template #2)
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    Games: OB1, OB2
    Large Aberration (T-Virus Carrier)
    Hit Dice: 4d8+12 (30HP)
    Initiative: -1
    Speed: 10’ (2 squares), Swim 10’ (2 squares)
    Armor Class: 10 (-1 size, -1 Dex, +2 natural); touch 8; flat-footed 9
    Base Attack/Grapple: +3/+11
    Attack: Bite +6 melee (1d8+4 plus blood drain)
    Full Attack: Bite +6 melee (1d8+4 plus blood drain)
    Space/Reach: 10’/10’
    Special Attacks: Attach, Blood Drain, Disease
    Special Qualities: Blindsight 30’, Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
    Saves: Fort +5, Ref -1, Will -1
    Abilities: Str 18 (+4), Dex 8 (-1), Con 17 (+3), Int 0 (--), Wis 8 (-1), Cha 2 (-4)
    Skills: Swim +12
    Feats: Weapon Finesse B
    Environment: warm marsh
    Organization: solitary, colony (2-5) or swarm (6-11)
    Challenge Rating: 3
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Attach (Ex): if a Leech hits with its Bite attack, it uses its sucker-like mouth to latch onto the opponent’s body; it deals no additional damage while attached, but it drains blood (see below); an attached Leech loses its Dexterity bonus to AC & has AC9; an attached Leech can be struck with a weapon or grappled; to remove an attached Leech via grappling, an opponent must achieve a pin against the Leech

    • Blood Drain (Ex): a Leech that is attached to its opponent deals 3 points of Constitution damage per round until it reaches a total of 24 points, at which point it detaches from its victim & retreats to digest its meal

    • Disease (Ex): a creature bitten by a Leech must make a Fortitude save (DC18) or contract the Red Ache (see Diseases in the DMG)

    • Scent (Ex): the creature can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-09 at 10:52 PM. Reason: added image

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    Default Re: Resident Evil D20

    Leech, Queen (1st Form)
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    Games: RE0
    Large Aberration (Shapechanger, T-Virus Carrier)
    Hit Dice: 12d12+27 (105HP)
    Initiative: -2
    Speed: 20’ (4 squares)
    Armor Class: 9 (-1 size, -2 Dex, +2 natural); touch 7; flat-footed 9
    Base Attack/Grapple: +6/+17
    Attack: Slam +12 melee (1d6+7) or Tentacle +12 melee (1d8+7)
    Full Attack: 2 Slams +12 melee (1d6+7) or 2 Tentacles +12 melee (1d8+7)
    Space/Reach: 10’/10’
    Special Attacks: Impale, Improved Grab, Strangle
    Special Qualities: Aberration traits, Shapechanger traits, T-Virus Carrier traits, Direct Leeches, Fast Healing 1, Light Weakness, Resurgent Form
    Saves: Fort +7, Ref +2, Will +7
    Abilities: Str 24 (+7), Dex 6 (-2), Con 14 (+2), Int 3 (-4), Wis 10 (+0), Cha 1 (-5)
    Skills: Balance +1, Move Silently +1, Spot +3, Survival +3, Swim +10
    Feats: Great Fortitude, Improved Bull Rush, Improved Natural Attack, Improved Overrun, Power Attack, Toughness
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 8
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Impale (Ex): on a successful grapple check, the Leech Queen can impale an opponent with its spinal spines, dealing 2d4+14 points of damage; Reflex save DC25 for half damage

    • Improved Grab (Ex): to use this ability, the Leech Queen must hit with a Bite attack or a Slam 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 & can Impale or Strangle

    • Strangle (Ex): on a successful grapple check, the Leech Queen can strangle an opponent, dealing 7 points of damage per round; in addition, the grappled creature cannot breathe (see Drowning or Suffocation rules in the DMG)

    • Direct Leeches (Su): the Leech Queen has the ability to direct the actions of all other leeches that have fewer Hit Dice within range (120’, or 24 squares); this ability operates identically to a dominate monster spell performed by a caster with a level equal to the Leech Queen’s Hit Dice ×2

    • Light Weakness (Ex): the Leech Queen is helpless in sunlight or within the radius of a daylight spell, taking 2d6+8 damage per round; in addition, if the Leech Queen is exposed to bright light, it must make a Fortitude save (DC30) or immediately die; the Leech Queen can avoid these effects if it remains within significant shadow, underground, in moonlight or starlight, or within the radius of a darkness spell

    • Resurgent Form (Ex): when Leech Queen’s hit points fall below 1, it will transform into its second form, regaining its full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity


    Leech, Queen (Swarm Form)
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    Games: RE0
    Diminutive Vermin (Aquatic, Swarm, T-Virus Carrier)
    Hit Dice: 12d12+27 (105HP)
    Initiative: +1
    Speed: 5’ (1 square), Swim 30’ (6 squares)
    Armor Class: 15 (+4 size, +1 Dex); touch 15; flat-footed 14
    Base Attack/Grapple: +5/-- (cannot grapple or be grappled)
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 15’/0’
    Special Attacks: Distraction, Swarm Bite, Wounding
    Special Qualities: Undead traits, Shapechanger traits, T-Virus Carrier traits, Darkvision 60’, Direct Leeches, Hive Mind, Immune to Weapon Damage, Light Weakness, Resurgent Form, Swarm Form, Tremorsense
    Saves: Fort +5, Ref +5, Will +7
    Abilities: Str 14 (+2), Dex 12 (+1), Con 14 (+2), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
    Skills: N/A (Disguise +10 to act like normal leeches or like James Marcus)
    Feats: Toughness

    • Distraction (Ex): any living creature vulnerable to a swarm’s damage that begins its turn with the swarm in its square is nauseated for 1 round; a Fortitude save (DC15) negates the effect; even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC20 + spell level); using skills requiring patience &/or concentration requires a Concentration check (DC20); the save DC is Constitution-based

    • Swarm Bite (Ex): when in swarm form, the Leech Queen automatically damages any creature in its space when it ends its move; this attack deals 1d6 points of damage, plus Wounding (see below)

    • Wounding (Ex): a living creature damaged by the Swarm Bite attack continues to bleed for an additional 1 point of damage per round thereafter; multiple wounds do not result in cumulative bleeding loss; the bleeding can only be stopped by a successful Heal check (DC10) or the application of some healing spell or device

    • Direct Leeches (Su): the Leech Queen has the ability to direct the actions of all other leeches that have fewer Hit Dice within range (120’, or 24 squares); this ability operates identically to a dominate monster spell performed by a caster with a level equal to the Leech Queen’s Hit Dice ×2

    • Hive Mind (Ex): the Leech Queen is immune to any spell or effect that targets a specific number of creatures (including single-target spells, such as disintegrate), with the exception of effects that hold or command vermin specifically

    • Immune to Weapon Damage (Ex): weapon attacks are useless against a swarm of Diminutive creatures

    • Light Weakness (Ex): the Leech Queen is helpless in sunlight or within the radius of a daylight spell, taking 2d6+8 damage per round; in addition, if the Leech Queen is exposed to bright light, it must make a Fortitude save (DC30) or immediately die; the Leech Queen can avoid these effects if it remains within significant shadow, underground, in moonlight or starlight, or within the radius of a darkness spell

    • Resurgent Form (Ex): when Leech Queen’s hit points fall below 1, it will transform into its second form, regaining its full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity

    • Swarm Form (Su): the Leech Queen can take the form of a swarm of leeches at will; changing shape to or from swarm form is a standard action that heals 1HP of damage per Hit Die; the Leech Queen cannot change from swarm form to human form in an area where its body would not normally fit; as with an alter self spell, the Leech Queen’s items are absorbed into the swarm form & provide no benefit; if killed in either form, the Leech Queen becomes a disorganized collection of leeches; although changing shape is a supernatural effect, remaining in one form or another is not supernatural, & the Leech Queen does not change shape when entering an antimagic field; true seeing & similar magic reveals both forms; while in swarm form, the Leech Queen cannot speak

    • Tremorsense (Ex): the Leech Queen can pinpoint the location of anything in contact with the ground or in the water with it within 45’
    Last edited by Zeta Kai; 2008-11-13 at 03:55 PM. Reason: added image

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    Default Re: Resident Evil D20

    Leech, Queen (2nd Form)
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    Games: RE0
    Huge Aberration (Shapechanger, T-Virus Carrier)
    Hit Dice: 14d12+59 (150HP)
    Initiative: -3
    Speed: 20’ (4 squares)
    Armor Class: 10 (-2 size, -3 Dex, +5 natural); touch 5; flat-footed 7
    Base Attack/Grapple: +7/+26
    Attack: Slam +16 melee (1d8+11, 20/×3 critical) or Tail +16 melee (2d6+11, 20/×3 critical)
    Full Attack: 2 Slams +16 melee (1d8+11, 20/×3 critical) or Tail +16 melee (2d6+11, 20/×3 critical)
    Space/Reach: 15’/15’
    Special Attacks: Poison Spray
    Special Qualities: Aberration traits, Shapechanger traits, T-Virus Carrier traits, Direct Leeches, Light Weakness
    Saves: Fort +9, Ref +1, Will +7
    Abilities: Str 32 (+11), Dex 4 (-3), Con 18 (+4), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
    Skills: Listen +3, Spot +3, Survival +3, Swim +14
    Feats: Great Fortitude, Improved Bull Rush, Improved Natural Attack, Improved Overrun, Power Attack, Toughness
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 10
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Poison Spray (Ex): the Leech Queen can emit a 20’ cone of poisonous acid (2d6 damage, Reflex save DC15 for half damage) once every 1d4+2 rounds (poison via injury; Fortitude DC18; initial damage 1d6 Constitution; secondary damage 1d6 Constitution)

    • Direct Leeches (Su): the Leech Queen has the ability to direct the actions of all other leeches that have fewer Hit Dice within range (120’, or 24 squares); this ability operates identically to a dominate monster spell performed by a caster with a level equal to the Leech Queen’s Hit Dice ×2

    • Light Weakness (Ex): the Leech Queen is helpless in sunlight or within the radius of a daylight spell, taking 2d6+8 damage per round; in addition, if the Leech Queen is exposed to bright light, it must make a Fortitude save (DC30) or immediately die; the Leech Queen can avoid these effects if it remains within significant shadow, underground, in moonlight or starlight, or within the radius of a darkness spell
    Last edited by Zeta Kai; 2008-11-09 at 10:57 PM. Reason: added image

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    Default Re: Resident Evil D20

    Leech Man (Leechwalker base)
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    Games: OB1
    Medium Vermin
    Hit Dice: 13d8+39 (97HP)
    Initiative: +0
    Speed: 30’ (6 squares), Swim 20’ (4 squares)
    Armor Class: 12 (+2 natural); touch 10; flat-footed 12
    Base Attack/Grapple: +0/+13
    Attack: Tentacle Rake +13 melee (1d8+4 plus wounding)
    Full Attack: 2 Tentacle Rakes +13 melee (1d8+4 plus wounding)
    Space/Reach: 5’/5’
    Special Attacks: Blood Drink, Improved Grab, Wounding
    Special Qualities: All-Around Vision, Vulnerability to Fire, Immunities, Vermin traits
    Saves: Fort +11, Ref +4, Will +5
    Abilities: Str 18 (+4), Dex 11 (+0), Con 16 (+3), Int 0 (--), Wis 13 (+1), Cha 7 (-2)
    Skills: Hide +3, Listen +5, Move Silently +5, Search +4, Spot +8, Swim +12
    Feats: N/A
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 9
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Blood Drink (Ex): the Leech Man can drink the blood of a grabbed victim with a successful grapple check, dealing 2d4 points of Constitution damage

    • Improved Grab (Ex): to use this ability, the Leech Man must hit with a Tentacle Rake 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 & can Blood Drink

    • Wounding (Ex): a living creature damaged by the Leech Man’s Tentacle Rake attack continues to bleed for an additional 1 point of damage per round thereafter; multiple wounds do not result in cumulative bleeding loss; the bleeding can only be stopped by a successful Heal check (DC10) or the application of some healing spell or device

    • All-Around Vision (Ex): the Leech Man can see in all directions at once, gaining a +4 racial bonus on Search & Spot checks; the Leech Man cannot be flanked

    • Vulnerability to Fire: the Leech Man takes twice as much (×2) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure; in addition, the Leech Man must make a Fortitude save (DC10) or die each round it is exposed to fire damage, with the DC increasing by 2 each round after the first

    • Immunities: the Leech Man takes half damage from bludgeoning weapons, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage
    Last edited by Zeta Kai; 2008-11-09 at 10:59 PM. Reason: added image

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    Default Re: Resident Evil D20

    Licker, Common*
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    Games: RE2, OB1, OB2, Sur, DA
    Medium Aberration (T-Virus Carrier)
    Hit Dice: 4d8+4 (22HP)
    Initiative: +4
    Speed: 30’ (6 squares), Climb 30’ (6 squares)
    Armor Class: 18 (+4 Dex, +4 natural); touch 14; flat-footed 14
    Base Attack/Grapple: +3/+5
    Attack: Tongue Lash +5 melee (1d6+2) or Claw +5 melee (1d6+2)
    Full Attack: Tongue Lash +5 melee (1d6+2) or 2 Claws +5 melee (1d6+2)
    Space/Reach: 5’/5’
    Special Attacks: Long Reach, Pounce
    Special Qualities: Blindsense, Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/Slashing
    Saves: Fort +1, Ref +4, Will +1
    Abilities: Str 15 (+2), Dex 18 (+4), Con 12 (+1), Int 2 (-4), Wis 13 (+1), Cha 5 (-3)
    Skills: Balance +4, Climb +3, Hide +5, Jump +5, Move Silently +5, Tumble +6
    Feats: Acrobatic, Dodge
    Environment: any land or underground
    Organization: solitary or pair
    Challenge Rating: 3
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Long Reach (Ex): a Licker can lash out with its Tongue Lash attack once every 1d4 rounds, hitting opponents up to 10’ away (NOTE: it may also hit opponents that are only 5’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tongue Lash attack

    • Pounce (Ex): if a Licker charges a foe, it can make a full attack, including two Claw attacks

    • Blindsense (Ex): a Licker notices & locates creatures within 30’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

    • Scent (Ex): the creature can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-09 at 11:01 PM. Reason: added image

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    Default Re: Resident Evil D20

    Licker, Green / Enhanced*
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    Games: RE2, OB1, OB2, Sur, DA
    Medium Aberration (T-Virus Carrier)
    Hit Dice: 5d8+15 (37HP)
    Initiative: +5
    Speed: 30’ (6 squares), Climb 30’ (6 squares)
    Armor Class: 20 (+5 Dex, +5 natural); touch 15; flat-footed 15
    Base Attack/Grapple: +3/+6
    Attack: Tongue Lash +6 melee (1d6+3) or Claw +6 melee (1d8+3)
    Full Attack: Tongue Lash +6 melee (1d6+3) or 2 Claws +6 melee (1d8+3)
    Space/Reach: 5’/5’
    Special Attacks: Long Reach, Pounce
    Special Qualities: Blindsense, Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/Slashing
    Saves: Fort +3, Ref +5, Will +2
    Abilities: Str 17 (+3), Dex 20 (+5), Con 16 (+3), Int 2 (-4), Wis 15 (+2), Cha 7 (-2)
    Skills: Balance +5, Climb +4, Hide +6, Jump +6, Move Silently +6, Tumble +7
    Feats: Acrobatic, Dodge
    Environment: any land or underground
    Organization: solitary, pair, or pack (3-5)
    Challenge Rating: 4
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Long Reach (Ex): a Licker can lash out with its Tongue Lash attack once every 1d4 rounds, hitting opponents up to 10’ away (NOTE: it may also hit opponents that are only 5’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tongue Lash attack

    • Pounce (Ex): if a Licker charges a foe, it can make a full attack, including two Claw attacks

    • Blindsense (Ex): a Licker notices & locates creatures within 30’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

    • Scent (Ex): the creature can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-09 at 11:02 PM.

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