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Thread: Resident Evil D20
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2007-07-21, 04:50 PM (ISO 8601)
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Re: Resident Evil D20
Zombie, Green (Template #1)*
Spoiler
Games: OB2
Medium Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: -2
Speed: 20’ (4 squares)
Armor Class: 7 (-3 Dex); touch 7; flat-footed 7
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+2 + poison)
Full Attack: Bite +3 melee (1d6+2 + poison)
Space/Reach: 5’/5’
Special Attacks: Poison, Poison Spore
Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 14 (+2), Dex 6 (-2), 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: N/A
Level Adjustment: N/A
• Poison (Ex): via injury (or inhalation); Fortitude DC11; initial damage 1d6 Constitution; secondary damage 1d6 Constitution
• Poison Spore (Ex): every 1d6+4 rounds, a Green Zombie can emit a cloud of poisonous spores; the cloud has a 10’ radius & lasts for 1d4+2 rounds; all creatures within the cloud are exposed to the zombie’s poison (see above)Last edited by Zeta Kai; 2008-11-12 at 12:03 AM. Reason: added image
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2007-07-21, 04:51 PM (ISO 8601)
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- Feb 2007
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Re: Resident Evil D20
Zombie, T-Veronica (Human Commoner 1 base, Template #1)*
Spoiler
Games: CV
Medium Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: -2
Speed: 20’ (4 squares)
Armor Class: 8 (-2 Dex); touch 8; flat-footed 8
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d6+1)
Full Attack: Bite +2 melee (1d6+1)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady, Mental Collective
Saves: Fort +0, Ref +0, Will +2
Abilities: Str 13 (+1), Dex 6 (-2), Con 0 (--), Int 2 (-4), Wis 9 (-1), 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: N/A
Level Adjustment: N/A
• Mental Collective (Su): the Zombie has the ability to direct the actions of all other T-Veronica virus carriers that have fewer Hit Dice within range (60’, or 12 squares); this ability operates identically to a dominate monster spell performed by a caster with a level equal to the Zombie’s Hit Dice ×2; also, the Zombie can perceive via the senses of any T-Veronica virus carrier within range, regardless of Hit Die; lastly, none of the T-Veronica virus carriers in range can be caught flat-footed or flanked unless all of them areLast edited by Zeta Kai; 2008-11-11 at 11:59 PM. Reason: added image
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2007-07-21, 04:53 PM (ISO 8601)
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- Feb 2007
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Re: Resident Evil D20
Tomorrow: Bonus creatures! Prepare for a few surprises. Stay tuned.
NOTE: I've edited the Albinoid Larva, the Maggot, & the Enhanced Hunter.Last edited by Zeta Kai; 2007-07-22 at 12:05 AM.
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2007-07-22, 01:21 PM (ISO 8601)
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- Feb 2007
Re: Resident Evil D20
Bonus Creatures? Now I'm intruiged.
I cant find anything wrong with the zombies.
As soon as your finished, I'm running a campaign with these.
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2007-07-22, 01:51 PM (ISO 8601)
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- Apr 2007
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2007-07-22, 02:23 PM (ISO 8601)
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- Feb 2007
Re: Resident Evil D20
Well, hes got the classes, Creatures, and Items done. I need to make maps.
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2007-07-22, 04:45 PM (ISO 8601)
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Re: Resident Evil D20
Well actually, as flattering as that is, according to my TOC, I'm just about wrapped up. I've decided that I will stay on the forums, for now. I've worked out one issue in my life, so I have little free time. I may not post as often as I'd like, but I'll be around.
As for maps, there should be some online for the various games. GameFAQs has quite a few. For copyright reasons, I will not include any here. But a quick Google search should turn something up.
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2007-07-22, 04:50 PM (ISO 8601)
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Re: Resident Evil D20
Bonus Creatures
Rat, Zombie (Rat base, Template #1)
SpoilerIf it wasn't for the rats, Raccoon City might still be standing today. It was the scientists who accidentally caused the Spencer Mansion incedent. It was the dogs & the campers who caused the Arklay Mountain murders. But it was the rats that spread the T-Virus to the city of Raccoon, causing a chain of events that doomed the burg to utter oblivion.
You never really see much of the rats in the games, but in Resident Evil: Outbreak, you see the impact they had on the series's storyline. For this reason, I've included them here.
Games: N/A
Tiny Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: +0
Speed: 5’ (3 squares), Climb 5’ (3 squares), Swim 5’ (3 squares)
Armor Class: 12 (+2 size); touch 12; flat-footed 12
Base Attack/Grapple: +1/-10
Attack: Bite +6 melee (1d3-3)
Full Attack: Bite +6 melee (1d3-3)
Space/Reach: 2˝’/0’
Special Attacks: N/A
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 +0, Ref +0, Will +3
Abilities: Str 4 (-3), Dex 11 (+0), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness, Weapon Finesse B
Environment: any land or underground
Organization: any
Challenge Rating: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
• Scent (Ex): a Rat can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×˝ for downwind opponents)Last edited by Zeta Kai; 2008-11-12 at 12:05 AM.
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2007-07-22, 04:54 PM (ISO 8601)
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Re: Resident Evil D20
Seeker / “Krauser-Bot”
SpoilerI should have included these things in the main creature list, but I frankly forgot about them until a recent speed run through RE4. During the battle with Jack Krauser, you briefly encounter a handful of these little robots. While researching them, I realized that they were the same as the ones I had seen in Code: Veronica. So to atone for my mistake, here they are.
Games: CV, RE4
Tiny Construct
Hit Dice: 1d10 (5HP)
Initiative: -1
Speed: 20’ (4 squares), Fly 20’ (4 squares, good maneuverability)
Armor Class: 13 (+2 size, -1 Dex, +2 natural); touch 11; flat-footed 13
Base Attack/Grapple: +0/-8
Attack: Machine Gun -1 ranged (2d6, 70’ range increment, automatic)
Full Attack: Machine Gun -1 ranged (2d6, 70’ range increment, automatic)
Space/Reach: 2˝’/0’
Special Attacks: Self-Detonation
Special Qualities: Darkvision 60’, Low-Light Vision, Construct traits, Seeker Com
Saves: Fort +0, Ref -1, Will +0
Abilities: Str 10 (+0), Dex 8 (-1), Con -- (+0), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: Listen +2, Spot +2
Feats: Hover B
Environment: any land or underground
Organization: solitary or pair
Challenge Rating: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
• Self-Detonation (Ex): when a Seeker comes into contact with a creature (performing a successful touch attack), or is damaged , it will explode on its next turn; the explosion will center on its position, & will deal 3d6 splash damage to everything within a 5’ radius (Reflex save DC12 for half damage); this explosion is always fatal to the Seeker, dealing maximum damage with no saving throw
• Seeker Com (Ex): a Seeker can relay visual data about opponents to any ally that is equipped to receive a special radio frequency; a Seeker’s transmission range is 1,500’ (300 squares)Last edited by Zeta Kai; 2008-11-12 at 12:05 AM.
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2007-07-22, 04:55 PM (ISO 8601)
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- Feb 2007
Re: Resident Evil D20
Zeta Kai, are you in need of Fluff for these guys?
I can get some together for you, if you'd like.
The Maps arent a problemb. Im using Wizards' Online Map Generator. It works wonders for making dungeons. and otudoor fields, not so much for towns.
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2007-07-22, 05:00 PM (ISO 8601)
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Re: Resident Evil D20
The next several critters exist solely for the purpose of bridging the gap between the Resident Evil universe & the Dungeons & Dragons universe. In RE, every person you run into is a Human; they may be mutated by a freakish viral infection, but they were all at least born Human. So to acknowledge the multiracial landscape of D&D, here are zombified versions of some of the most common non-Human races.
Zombie, Elf (High Elf Warrior 1 base, Template #1)
SpoilerGames: N/A
Medium Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: -1
Speed: 20’ (4 squares)
Armor Class: 12 (-1 Dex, +3 studded leather); touch 9; flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+2)
Full Attack: Bite +3 melee (1d6+2)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Elven traits, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 15 (+2), Dex 9 (-1), 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: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/ALast edited by Zeta Kai; 2008-11-12 at 12:05 AM.
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2007-07-22, 05:02 PM (ISO 8601)
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Re: Resident Evil D20
Zombie, Dwarf (Hill Dwarf Warrior 1 base, Template #1)
SpoilerGames: N/A
Medium Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: -2
Speed: 10’ (2 squares)
Armor Class: 12 (-2 Dex, +4 scale mail); touch 8; flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+2)
Full Attack: Bite +3 melee (1d6+2)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Dwarven traits, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 15 (+2), Dex 7 (-2), 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: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/ALast edited by Zeta Kai; 2008-11-12 at 12:06 AM.
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2007-07-22, 05:02 PM (ISO 8601)
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- Feb 2007
Re: Resident Evil D20
Oooh. Zombie Elves and Dwarves now! This keeps getting better and better...
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2007-07-22, 05:04 PM (ISO 8601)
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Re: Resident Evil D20
Zombie, Gnome (Rock Gnome Warrior 1 base, Template #1)
SpoilerGames: N/A
Small Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: -2
Speed: 10’ (2 squares)
Armor Class: 13 (+1 size, -2 Dex, +4 scale shirt); touch 9; flat-footed 13
Base Attack/Grapple: +1/-2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Gnomish traits, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 13 (+1), Dex 7 (-2), 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: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/ALast edited by Zeta Kai; 2008-11-12 at 12:06 AM.
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2007-07-22, 05:05 PM (ISO 8601)
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Re: Resident Evil D20
Zombie, Halfling (Lightfoot Halfling Warrior 1 base, Template #1)
SpoilerGames: N/A
Small Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: -1
Speed: 10’ (2 squares)
Armor Class: 13 (+1 size, -1 Dex, +3 studded leather); touch 10; flat-footed 13
Base Attack/Grapple: +1/-2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Halfling traits, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 13 (+1), Dex 9 (-1), 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: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/ALast edited by Zeta Kai; 2008-11-12 at 12:06 AM.
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2007-07-22, 05:07 PM (ISO 8601)
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Re: Resident Evil D20
Zombie, Half-Elf (Half-Elf Warrior 1 base, Template #1)
SpoilerGames: N/A
Medium Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: -1
Speed: 20’ (4 squares)
Armor Class: 12 (-1 Dex, +3 studded leather); touch 9; flat-footed 12
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d6+3)
Full Attack: Bite +4 melee (1d6+3)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Half-Elven traits, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 16 (+3), Dex 8 (-1), 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: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/ALast edited by Zeta Kai; 2008-11-12 at 12:07 AM.
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2007-07-22, 05:09 PM (ISO 8601)
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Re: Resident Evil D20
Zombie, Half-Orc (Half-Orc Warrior 1 base, Template #1)
SpoilerGames: N/A
Medium Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: +0
Speed: 20’ (4 squares)
Armor Class: 13 (+3 studded leather); touch 10; flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d6+3)
Full Attack: Bite +4 melee (1d6+3)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Half-Orcish traits, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 17 (+3), Dex 10 (+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: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/ALast edited by Zeta Kai; 2008-11-12 at 12:08 AM.
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2007-07-22, 05:10 PM (ISO 8601)
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Re: Resident Evil D20
Zombie, Orc (Orc Warrior 1 base, Template #1)
SpoilerGames: N/A
Medium Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: -2
Speed: 20’ (4 squares)
Armor Class: 11 (-2 Dex, +3 studded leather); touch 8; flat-footed 11
Base Attack/Grapple: +1/+5
Attack: Bite +5 melee (1d6+4)
Full Attack: Bite +5 melee (1d6+4)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Darkvision 60’, Light Sensitivity, Orcish traits, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 19 (+4), Dex 7 (-2), 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: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
• Light Sensitivity (Ex): an Orc is dazzled in bright sunlight or within the radius of a daylight spellLast edited by Zeta Kai; 2008-11-12 at 12:08 AM.
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2007-07-22, 05:11 PM (ISO 8601)
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Re: Resident Evil D20
Zombie, Gnoll (Gnoll Warrior 1 base, Template #1)
SpoilerGames: N/A
Medium Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: -2
Speed: 20’ (4 squares)
Armor Class: 11 (-2 Dex, +1 natural, +2 leather armor); touch 8; flat-footed 11
Base Attack/Grapple: +1/+5
Attack: Bite +5 melee (1d6+4)
Full Attack: Bite +5 melee (1d6+4)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Darkvision 60’, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 19 (+4), Dex 6 (-2), 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: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/ALast edited by Zeta Kai; 2008-11-12 at 12:08 AM.
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2007-07-22, 05:12 PM (ISO 8601)
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Re: Resident Evil D20
Zombie, Goblin (Goblin Warrior 1 base, Template #1)
SpoilerGames: N/A
Small Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: -1
Speed: 20’ (4 squares)
Armor Class: 12 (+1 size, -1 Dex, +2 leather armor); touch 10; flat-footed 12
Base Attack/Grapple: +1/-2
Attack: Bite +2 melee (1d6+1)
Full Attack: Bite +2 melee (1d6+1)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Darkvision 60’, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 13 (+1), Dex 9 (-1), 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: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/ALast edited by Zeta Kai; 2008-11-14 at 11:04 AM.
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2007-07-22, 05:15 PM (ISO 8601)
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Re: Resident Evil D20
Zombie, Tarrasque (Tarrasque base, Template #2)
SpoilerGames: N/A
Colossal Aberration (T-Virus Carrier)
Hit Dice: 48d8+594 (810HP)
Initiative: +7
Speed: 20’ (4 squares)
Armor Class: 35 (-8 size, +3 Dex, +30 natural); touch 5; flat-footed 32
Base Attack/Grapple: +48/+81
Attack: Bite +57 melee (4d8+17, 18-20/×3)
Full Attack: Bite +57 melee (4d8+17, 18-20/×3), 2 Horns +52 melee (1d10+8), 2 Claws +47 melee (1d12+8) & Tail Slap +42 melee (3d8+8)
Space/Reach: 30’/20’
Special Attacks: Augmented Critical, Frightful Presence, Improved Grab, Rush, Swallow Whole
Special Qualities: Carapace; Aberration traits, T-Virus Carrier traits, Damage Reduction 15/epic; Immunity to Fire, Poison, Disease, Energy Drain, & Ability Damage; Regeneration 40; Scent; Spell Resistance 32; Critical Immunity
Saves: Fort +38, Ref +29, Will +20
Abilities: Str 45 (+17), Dex 16 (+3), Con 35 (+12), Int 3 (-4), Wis 14 (+2), Cha 14 (+2)
Skills: Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (×6)
Environment: any
Organization: solitary
Challenge Rating: 21
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
• Augmented Critical (Ex): the Tarrasque’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage (3×) on a successful critical hit
• Frightful Presence (Ex): the Tarrasque can inspire terror by charging or attacking; affected creatures must succeed on a DC 36 Will save or become shaken, remaining in that condition as long as they remain with 60’ of the Tarrasque; the save DC is Charisma-based
• Improved Grab (Ex): to use this ability, the Tarrasque must hit a Huge or smaller opponent with its 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 try to swallow the foe the following round
• Rush (Ex): once per minute, the normally slow-moving Tarrasque can move at a speed of 150’ for 1 round
• Swallow Whole (Ex): the Tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check; once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the Tarrasque’s digestive juices; a swallowed creature can cut its way out by dealing 50 points of damage to the Tarrasque’s digestive tract (AC 25); once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out; the Tarrasque’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures
• Carapace (Ex): the Tarrasque’s armor-like carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, & even magic missile spells; there is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated; check for reflection before rolling to overcome the creature’s spell resistance.
• Regeneration (Ex): no form of attack deals lethal damage to the Tarrasque; the Tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect; if the Tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals non-lethal damage equal to the creature’s full normal hit points +10; the Tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability; the Tarrasque can be slain only by raising its non-lethal damage total to its full normal hit points +10 & using a wish or miracle spell to keep it dead; if the Tarrasque loses a limb or body part, the lost portion re-grows in 1d6 minutes (the detached piece dies and decays normally); the creature can reattach the severed member instantly by holding it to the stump
• Scent (Ex): the creature can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×˝ for downwind opponents)Last edited by Zeta Kai; 2008-11-12 at 12:09 AM.
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2007-07-22, 05:17 PM (ISO 8601)
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Re: Resident Evil D20
Zombie, Dragon (Red Dragon base (Great Wyrm), Template #1)
SpoilerGames: N/A
Colossal Undead (Fire, T-Virus Carrier)
Hit Dice: 80d12+3 (523HP)
Initiative: -2
Speed: 30’ (6 squares); Fly 190’ (38 squares, clumsy)
Armor Class: 41 (-8 size, +39 natural); touch 2; flat-footed 41
Base Attack/Grapple: +40/+74
Attack: Bite +50 melee (4d8+17), 2 Claws +50 melee (4d6+17), 2 Wings +50 melee (4d6+17), or Tail Slap +50 melee (4d6+17)
Full Attack: Bite +50 melee (4d8+17), 2 Claws +45 melee (4d6+8), 2 Wings +40 melee (4d6+8), & Tail Slap +35 melee (4d6+8)
Space/Reach: 30’/20’ (30’ with bite)
Special Attacks: Crush, Tail Sweep
Special Qualities: Blindsense, Flight, Frightful Presence, Immunities, Keen Senses, Spell Resistance 32, Vulnerability to Cold, Undead traits, T-Virus Carrier traits, Damage Reduction 20/Magic, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +26, Ref +26, Will +42
Abilities: Str 47 (+18), Dex 6 (-2), 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: 29
Treasure: N/A
Alignment: always Neutral
Advancement: 81HD (Colossal)
Level Adjustment: N/A
• Blindsense (Ex): a Dragon can pinpoint creatures within a distance of 60’; opponents a Dragon cannot actually see still have total concealment (50% miss chance) against it
• Flight (Ex): a Dragon 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 Claw or Tail attacks, but these deal double damage; it can also use the run action while flying, provided that it flies in a straight line
• Frightful Presence (Ex): a Dragon can inspire terror by charging or attacking; affected creatures must succeed on a DC38 Will save or become shaken, remaining in that condition as long as they remain with 20’ of it
• Immunities (Ex): a Dragon has immunity to sleep & paralysis effects; Red Dragons have immunity to fire-based damage
• Keen Senses (Ex): a Dragon sees 4× as well as a human in shadowy illumination & twice as well in normal light; it also has Darkvision out to 120’
• Vulnerability to Cold: Red Dragons take half again as much (+50%) damage as normal from cold-based damage sourcesLast edited by Zeta Kai; 2008-11-12 at 12:09 AM.
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2007-07-22, 05:20 PM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
G-Omega (G-Virus Template)
SpoilerThis is the ultimate result of the G-Virus. This G-mutant has manifested every possible mutation (up to the maximum feasible limit for finite stats), becoming a hideous abomination of apocalyptic proportions. This monstrosity is a perfect example of what any G-Virus carrier could eventually become. Although it is fairly irrelevant, for the record, the base creature was a 1st level Human commoner with average stats.
Games: N/A
Colossal Ooze (G-Virus Carrier)
Hit Dice: 59d10+2,006 (2,330HP)
Initiative: +20
Speed: 20’ (4 squares)
Armor Class: 61 (-8 size, -5 Dex, +64 natural); touch -3; flat-footed 61
Base Attack/Grapple: +44/+125 (25 extra arms, 4d8 piercing on a grapple)
Attack: Slam +76 melee (4d6+40 damage, 19-20/×2 critical)
Full Attack: Slam +76 melee (6d6+40 damage, 19-20/×2 critical) & 12 Tentacle Whips +71 melee (4 attacks @ 4d6+20 damage each / 8 attacks @ 4d6+20 damage each) & 12 Bites +66 melee (4d6+20 damage each) & 25 Claws +61 melee (4d6+20 damage each) & 15 Talons +56 melee (4d6+20 damage each)
Space/Reach: 30’/30’
Special Attacks: N/A
Special Qualities: Ooze traits, G-Virus Carrier traits, Rapid Mutation; Fast Healing 1, Powerful Build, Damage Reduction 50, Spell Resistance 50, Low-Light Vision (all eyes), Darkvision (all eyes)
Saves: Fort +34, Ref -5, Will +28
Abilities: Str 93 (+40), Dex 1 (-5), Con 79 (+34), Int 0 (--), Wis 66 (+28), Cha 1 (-5)
Skills: Spot +38 (10 extra eyes)
Feats: Animal Affinity, Skill Focus: Craft, Improved Natural Armor (×3), Improved Natural Attack (×5), Multiattack, Power Attack, Toughness (×3), Improved Bull Rush, Awesome Blow
Challenge Rating: 47
Treasure: N/A
Alignment: Chaotic Evil (4 extra heads)
Mutations (10 initial + 404 hourly): 01-02, 03-05 (×25), 06-07 (×15), 08-09 (×12), 10 (×4), 11-13 (×10), 14 (×12), 15-16 (×4), 17-19 (×37), 20-22 (×15), 23-25 (×12), 28, 29-33 (×25), 34-38 (×50), 39-43 (×25), 44-48 (×25), 49, 51 (×5), 52(×5), 53, 56, 57-61 (×5), 62-66, 67, 69, 71-72, 73, 75, 77-78 (×25), 79 (×2), 80 (×2), 81-82 (×6), 83-84 (×25), 85 (×2), 86 (×2), 87-88 (×6), 89-90 (×25), 91 (×2), 92 (×2), 93-94 (×6), 95, 96-100Last edited by Zeta Kai; 2008-11-14 at 11:09 AM.
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2007-07-22, 05:21 PM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Tomorrow: ZK's Guide to Running a Resident Evil Campaign. Stay Tuned.
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2007-07-22, 05:23 PM (ISO 8601)
- Join Date
- Feb 2007
Re: Resident Evil D20
So thats what Birkin could have become? Wow. So glad it wasnt in the game..
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2007-07-22, 05:25 PM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
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2007-07-22, 05:36 PM (ISO 8601)
- Join Date
- Feb 2007
Re: Resident Evil D20
Zeta Kai, are you in need of Fluff for these guys?
I can get some together for you, if you'd like.
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2007-07-22, 08:33 PM (ISO 8601)
- Join Date
- Feb 2007
Re: Resident Evil D20
Well, the Recruitment/Intrest thread is posted.
Feel like kicking Zombie Arse? Grab your Sword and Fight the Horde!
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2007-07-23, 04:41 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Well Korias, by all means, do what you like with the data posted here. It could use some fluff. That's normally my specialty, but I wanted to nail the crunchy bits, as the fluff can be adapted from the games. I wish you luck on your PBP; this may need some play-testing.
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2007-07-23, 10:36 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
DM Guide to Running a Resident Evil Campaign
Cater toward low-level campaigns
- High-level PCs are often too powerful for zombie-based action
- Low-level PCs are easier to handle, threaten, & (above all) scare
- Use status effects liberally, such as cowering, dazed, Frightened, nauseated, panicked, shaken, Sickened, or stunned
Discourage most magic/psionics
- Avoid spellcasters, both as PC’s & as NPC’s
- Limit magical effects
- Extraordinary, spell-like & supernatural abilities are generally fine
- Barbarians, fighters, monks, paladins, rangers & rogues are great
Consider using Unearthed Arcana’s systems
Consider using Heroes of Horror
- Fearful, unnerving atmosphere
- Emphasizes PCs on the defensive
- Perfect for the survival horror genre
Consider using Libris Mortis
- Extensive undead options
- An array of undead-related equipment
- Decisive gross-out factor
Consider using d20 Modern
- Low magic
- Job system
- Pre-existing weapons listings
Set most adventures in urban/indoor/underground areas
- Easy-to-control branching paths
- Limited view = limited choices
- Enhances mood of claustrophobia & a fear of the Unknown
Last edited by Zeta Kai; 2008-11-14 at 11:08 AM.