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  1. - Top - End - #811
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    Default Re: Critters III! Now also in 5e!

    https://www.youtube.com/watch?v=VuD5Nw1HuQo

    https://www.youtube.com/watch?v=zmOBFvdiiEs

    Glenn Manning aka The Amazing Colossal Man
    Gargantuan Giant (Strong Hero 10/Tough Hero 6/Soldier 4)
    Hit Dice: 10d10+10d8+166 (266 hp)
    Initiative: +6
    Speed: 60 ft. (12 squares)
    Armor Class: 24 (-4 Size, +2 Dex, +10 Defense, +6 Natural), touch 18, flat-footed 22
    Base Attack/Grapple: +17/+48
    Attack: Slam +33 melee (3d6+21)
    Full Attack: 2 Slams +33 melee (3d6+21)
    Space/Reach: 20 ft./20 ft.
    Special Attacks: Improved Grab, Toss, Strong Hero Talents (Melee Smash, Improved Melee Smash, Advanced Melee Smash, Ignore Hardness, Improved Ignore Hardness), Tough Hero Talents (Remain Conscious, Robust, Second Wind), Tactical Aid, Weapons of Opportunity
    Special Qualities: +10 Defense Bonus, Fast Healing 5, Confusion, Continued Growth, DR 10/-
    Saves: Fort +22, Ref +11, Will +6
    Abilities: Str 47, Dex 14, Con 26, Int 6, Wis 10, Cha 12
    Skills: Climb +21, Concentration +11, Drive +3, Intimidate +4, Jump +21, Knowledge (tactics) +2, Navigate +1, Repair +0, Spot +3, Survival +3, Swim +21
    Feats: Endurance, Far Shot, Great Fortitude, Heroic Surge, Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Brawl (B), Cleave (B), Combat Reflexes (B), Endurance (B), Improved Brawl (B), Improved Knockout Punch (B), Knockout Punch (B), Power Attack (B), Streetfighting (B), Weapon Focus (Grapple)(B), Weapon Specialization (Grapple)(B)
    Environment: Any
    Organization: Unique
    Challenge Rating: 20
    Treasure: None
    Alignment: Neutral
    Advancement: See below
    Level Adjustment: ---

    Note: Feats and classes are from D20 Modern.

    "Now, the reason for this is rather technical, Carol, but to give you a simplified layman's explanation, it might be explained that, since the heart is made up of a *single* cell for all practical purposes, instead of millions of cells like the rest of the organs of the body, it's reacting in an entirely different manner to this unknown stimulus or forces behind this whole thing."

    Lt. Colonel Glenn Manning is exposed to the blast of a plutonium bomb, and receives burns over his entire body. He surprises everyone by having healed by the next morning, and by becoming a 16 foot tall giant by the evening. By the next day he is 22 ft. in height, and it is learned that his cells have stopped dying and are continually generating new cells. For some reason his heart isn't keeping pace, and he will eventually die. By the next day he is 60 ft. in height, and increasingly feral due to the lack of oxygen and blood flow to his brain. While pursued by the military he rampages through Las Vegas, and apparently falls to his death. Found alive shortly thereafter he is mutilated and nearly mindless. He escapes the military again, only to commit suicide by walking into power lines. These stats represent him at the end of the first film.

    Improved Grab (Ex): To use this ability, Manning must hit an opponent of any size with a Slam attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can toss or simply do grapple damage.

    Toss (Ex):
    Manning may throw an opponent with a successful grapple check. The range increment for the thrown creature is 120 feet. A creature may be thrown horizontally or vertically. If thrown vertically, it takes normal falling damage. If thrown horizontally, it takes damage as if it had fallen half the distance thrown (rounded down). You may also fling the creature at another creature. To do so, make an attack roll at a -4 penalty, with appropriate range penalties, against the target creature. If you hit, both creatures take the amount of damage that the thrown creature would have taken otherwise, as given above.

    Advanced Melee Smash (Ex): Manning receives a +3 Bonus on damage rolls with melee attacks.

    Improved Ignore Hardness (Ex): Manning ignores 2 points of an object's Hardness.

    Remain Conscious (Ex): When Manning's hit points reach -1, he can still act normally. He can choose to go unconscious to prevent further damage.

    Robust (Ex): Manning gains +6 hp.

    Second Wind (Ex): Manning can spend 1 Action point to regain 8 hit points (this cannot take him above maximum).

    Weapons of Opportunity (Ex): Manning can lift and throw anything weighing 16000 lbs or less. Range increment is 50 ft., and the number of range increments he can throw varies by the objects weight. Objects that weigh 300 lbs or less can be thrown 5 increments. From 3000 to 6000 pounds can be thrown 4 increments. From 6000 to 9000 lbs can be thrown 3 increments. From 9000 to 12000 pounds can be thrown 2 increments, and anything heavier can only be thrown 1 increment. Damage is 2d6 per 1000 pounds plus Mannings Str modifier. He can uproot trees Huge size or smaller as a Move Action, and larger trees as a full round action.

    Confusion (Ex): As his condition progresses, Manning becomes easily angered and confused, eventually losing the ability to speak. To recognize humans as not a threat requires him to make a DC 20 Willpower Save (he gains a +4 Bonus to this Check if the person is someone he loves and trusts). By the second film he is Mindless (see Monster Manual).

    Continued Growth (Ex): Within a week Manning will likely be Colossal in Size. Not long after that he will die as his heart gives way. Each day he will gain 3 Giant Hit Dice, becoming colossal once he reaches 30+ HD. Unless cured somehow, he will expire at 60+HD.

    Combat: While he still has a certain low cunning, cognitive defects from Manning's condition increasingly limit his options to GLENN SMASH!! Due to his cellular generation, Manning can take wounds that would end another being. He can't regenerate, but he does survive losing much of the flesh of his face right down to the bone. Note that due to his size, Manning can do lethal damage with his unarmed strikes.


    Last edited by Bhu; 2024-04-06 at 06:07 PM.
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  2. - Top - End - #812
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    https://www.youtube.com/watch?v=ec9Js0iL9VI

    Flesh Eating Virus Blob
    Medium Ooze (Amphibious, Aquatic)
    Hit Dice: 3d10+15 (31 hp)
    Initiative: -3
    Speed: 20 ft. (4 squares), Climb 10 ft., Swim 10 ft.
    Armor Class: 7 (-3 Dex), touch 7, flat-footed 7
    Base Attack/Grapple: +2/+3
    Attack: Tentacle +3 melee (1d6+1 plus 1d6 acid)
    Full Attack: 2 Tentacles +3 melee (1d6+1 plus 1d6 acid)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Acid, Improved Grab, Constrict, Stench, Viral Aura
    Special Qualities: Ooze traits, Immune to electricity, Clumping, Vulnerability to blood, DR 5/-
    Saves: Fort +6, Ref -2, Will -4
    Abilities: Str 12, Dex 5, Con 20, Int -, Wis 1, Cha 1
    Skills: Climb +9, Swim +9
    Feats: ---
    Environment: Any, usually Aquatic
    Organization: Solitary, swarm (2-4), or colony (11-20)
    Challenge Rating: <##>
    Treasure: None
    Alignment: Neutral
    Advancement: Becomes Large at 7 HD, Huge at 13 HD, Gargantuan at 20 HD, and Colossal at 30 HD
    Level Adjustment: ---

    "This island is unprotected. I can assure you, we're in for a good pounding."

    In 1964, a drunken actress hires a seedy pilot to fly her to Massachusetts. They are forced to land on a small island due to a nasty storm, finding it's only inhabitant to be a former US Government agent who spied on the Germans during WWII. Turns out, he's a mad scientist studying flesh eating viruses created by the nazis for use as a bioweapon, and he's helpfully filled the local waters with them. Before making plans on how to actually leave the island. The pilot and his passengers only find out, because skeletons start washing up on the shore. They try killing the Flesh Eaters with electricity, which only makes them merge into a single super virus. Eventually, they figure out the virii don't eat blood or bone (or dead flesh), so hemoglobin might be poison to them. I'll pause while you digest that sentence...

    Surprisingly injecting the blob with hemoglobin works. The viruses appear as small, bioluminescent organisms. Once electricity causes them to conjoin, they become hulking blobs with 2 short tentacles, and a central mouth and eye.They can burn their way through anything to reach flesh, once they sense it.

    Acid (Ex): A Flesh Eater secretes a digestive acid that quickly dissolves organic and inorganic material. Any melee hit or constrict attack deals 1d6 acid damage.

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

    Constrict (Ex): A Flesh Eater deals automatic tentacle and acid damage with a successful grapple check.

    Stench (Ex): All living creatures (except Flesh Eaters) within 30 feet of a Flesh Eater must succeed on a DC 16 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same Flesh Eater’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

    Viral Aura (Ex): A clumped together Flesh Eater is still surrounded by a cloud of it's un-clumped brethren. Anything adjacent to the Flesh Eater must make a DC 16 Fortitude Save, or take 1d6 Acid damage. The save DC is Constitution-based.

    Immunities: While the Flesh Eaters take no damage from electricity, they must make a Fortitude Save (DC is based on size) or be Stunned for some amount of time, depending on their size. Loose microscopic viruses (24 hours), Small to Large (1 Minute), Huge or bigger (1 round).

    Clumping (Ex): When exposed to electrical damage, the Flesh Eaters lump together into a single, ever growing organism. A 20 gallon aquarium full of them that takes at least 15 points of electricity damage, becomes the creature listed in this statblock, but is Stunned for 1 round (plus 1 more round each time it takes electrical damage). If there are more Flesh Eaters, they will continue to clump together, gaining 1 Hit Die and increasing in size fr every 5 points of electricity damage. Spells that arc from one creature to another, such as Chain Lightning, or that cover an area (such as Lightning Bolt) cause all the Flesh Eaters in that area of effect to move together and fuse into one (they may do this despite being stunned). See Advancement to see how many Hit Dice the creature needs to increase in size.

    Vulnerability: Hemoglobin is incredibly toxic to the Flesh Eaters, and they gain 1 Negative Level per round they are in contact with it. If they are injected with Hemoglobin, they must make a DC 25 Fortitude Save, or die in 1d4 rounds.

    Skills: A Flesh Eater has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.
    Flesh Eaters have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

    Combat: The virus eats whatever it sees, like a pre-programmed robot.

    Last edited by Bhu; 2024-04-06 at 06:11 PM.
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  3. - Top - End - #813
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    https://www.youtube.com/watch?v=w-lv3OxnnG4

    Alligator People (Pre-Cobalt)
    This is an Acquired Template that can applied to any Humanoid (Human) that undergoes reptilian hormone treatments to cure bodily damage. They seem fine at first, and regenerate their wounds completely. But eventually they begin mutating into reptilian creatures, with symptoms of varying degrees a year later. Some are still intelligent, some revert to animals. They can often be calmed by water or heat lamps, but some must be sedated. Exposure to x-rays seems to slow development of the symptoms.

    Size and Type: Unchanged, but gains the Augmented Subtype.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: The Base Creature's Natural Armor Bonus to AC increases by an amount depending on the Base Creature's Size: +1 (Small), +2 (Medium) or +4 (Large).

    Attacks:
    If the creature doesn't have a Slam attack, it gains one (2 Slams with a Full Attack).

    Damage: The Slam's damage is based on the base creature's size: Small (1d4 plus Str), Medium (1d6 plus Str), Large (1d8 plus Str).

    Special Attacks: Retains all Special Attacks of the Base Creature, unless Int drops to 3 or less. Then it loses Attacks requiring/based on non-Animal Intelligence.

    Special Qualities: Retains all Special Qualities of the Base Creature, unless Int drops to 3 or less. Then it loses Qualities requiring/based on non-Animal Intelligence.

    Saves: Unchanged, other than Ability Score increases.

    Abilities: +2 Str, +2 Con, -2 Int. Particularly affected individuals suffer -6 to Int and Cha.

    Skills: Skills must be recalculated due to Ability Score changes. If the Base Creatures Int falls to 3 or less it loses all skills based on Int, Wis or Cha (except Intimidate, Listen, Search or Spot). .

    Feats: Unchanged, unless Int falls to 3 or more. Replace any Feats requiring non-animal Intelligence with Feats such as Alertness and Endurance.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +0

    Treasure: Unchanged.

    Alignment: Gradually starts turning to Neutral if Int drops to 3 or lower.

    Advancement: Unchanged.

    Level Adjustment: +1 (+0 if it takes the full penalties to it's mental ability scores)

    Example of creature using template here:

    Paul Webster (Expert 3)
    Medium Humanoid (Augmented)
    Hit Dice: 3d6+9 (19 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
    Base Attack/Grapple: +2/+5
    Attack: Slam +5 melee (1d6+3)
    Full Attack: 2 Slams +5 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: -
    Saves: Fort +6, Ref +2, Will +4
    Abilities: Str 17, Dex 13, Con 16, Int 8, Wis 12, Cha 8
    Skills: Disguise +5, Hide +6, Knowledge (History, Local) +5, Move Silently +6, Perform (Piano) +5
    Feats: Diehard, Great Fortitude, Endurance (B)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Neutral Good
    Advancement: By Character Class
    Level Adjustment: +1

    Before being given the cobalt treatment, Paul resembles himself, but with thick, leathery hide that grows ever more scaly. His voice is strained and somewhat garbled.



    Alligator People (Post Cobalt)

    This is an Acquired Template that can be applied to those who have taken the Pre-Cobalt Template, and who have undergone exposure to a mix of x rays and gamma rays for too long. They become alligator headed men.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged. Over time it will gain a Swim speed equal to half it's land speed.

    Armor Class: The Base Creature's Natural Armor Bonus to AC increases again by +2.

    Attacks: The Base Creature gains a Secondary Bite attack if it doesn't already have one (2 Slams and 1 Bite with a Full Attack).

    Damage: The Bite's damage is based on the base creature's size: Small (1d6 plus 1/2 Str), Medium (1d8 plus 1/2 Str), Large (1d10 plus 1/2 Str).

    Special Attacks: Unchanged.

    Special Qualities: Gains the following:

    Hold Breath (Ex): The Base Creature can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

    Saves: Unchanged other than changes made to Ability Scores.

    Abilities: +6 Str, +4 Con, -4 Cha

    Skills: Unchanged. Once it gains a Swim speed, it also gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Feats:
    Unchanged.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: +1

    Example of creature using template here:


    Paul Webster (Expert 3)
    Medium Humanoid (Augmented)
    Hit Dice: 3d6+9 (19 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
    Base Attack/Grapple: +2/+7
    Attack: Slam +7 melee (1d6+5)
    Full Attack: 2 Slams +7 melee (1d6+5) and 1 Bite +2 melee (1d8+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Hold Breath
    Saves: Fort +7, Ref +2, Will +4
    Abilities: Str 21, Dex 13, Con 18, Int 8, Wis 12, Cha 6
    Skills: Disguise +4, Hide +6, Knowledge (History, Local) +5, Move Silently +6, Perform (Piano) +4
    Feats: Diehard, Great Fortitude, Endurance (B)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Neutral Good
    Advancement: By Character Class
    Level Adjustment: +2



    "I'll kill you Alligator Man! Just like I'd kill any four-legged gator!"

    In 1959, an amnesiac nurse is administered sodium pentothal in a Louisiana psychiatric facility. Surprisingly, the science behind this is accurate, it was used for this purpose. Don't get used to this scientific literacy. She tells a story of marrying a local man, only to see him disappear on their honeymoon after receiving a call. Employing private detectives, she traces him to a plantation in a remote, rural town. Traveling there she is allowed to spend the night so long as she doesn't leave her room. Obviously, she disobeys this, and sees her husband as a reptile mutant. After mild misadventure she finds a mad scientist has been using reptile hormones to regenerate the limbs and broken flesh of airplane crash victims (including her husband), but that later they began to take on reptilian features. Trying an experimental cure involving cobalt radiation, they only turn her husband into an alligator headed man due to a lab accident involving a vile local. Things swiftly go straight to hell, and only the nurse is left. The psychiatrists decide she can't live a normal life without the amnesia blocking out her repressed memories, so they tell her nothing.
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  4. - Top - End - #814
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    https://www.youtube.com/watch?v=wvY30GZfPjI

    Atomic Zombie

    Atomic Zombie is an Acquired Template that can be applied to the corpse of any Humanoid. A mobster hellbent on revenge meets an ex Nazi scientist who has learned to replace the brains of dead men with nuclear powered machines that make the bodies animated, durable and superhumanly strong. Unfortunately, they only last for several days before they disintegrate (though it's also shown that one lasts almost a month). He also appears to have installed cameras and a microphone, as he can see and hear what they do, and speak through them. Fortunately he only seems to be able to pilot one at a time, though he can unleash the mindless horde, as they will defend themselves if attacked as best they can. Editors note: The film describes the zombies as 'mindless' and 'unaware', yet clearly has them doing things that make this unlikely. Hence, I have taken some artistic license.
    .
    "This animal looks content, doesn't it? You'd never suspect it had 18 electrodes implanted in its brain!"

    Size and Type: Type changes to Construct.

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

    Speed: Unchanged, but can no longer take the Run Action..

    Armor Class: Natural Armor Bonus to AC improves by +8.

    Attacks: If the base creature has no Slam attack, it gains one.

    Damage: Slam damage depends on the base creatures size: Small (1d3 plus one and a half times Str modifier), Medium (1d4 plus one and a half times Str modifier) or Large (1d6 plus one and a half times Str modifier).

    Special Attacks: Retains none of the Special Attacks of the base creature, but gains the following:

    Improved Grapple (Ex): The Atomic Zombie can initiate a Grapple without provoking an Attack of Opportunity.

    Constrict (Ex): The Atomic Zombies doe double it's Slam damage plus one and a half times it's Strength Modifier with a successful Grapple Check.

    Throw (Ex): The Atomic Zombie can bodyslam a creature it has Grappled with a unsuccessful Grapple Check. This does 2d6, ends the Grapple, and the opponent lands Prone.

    Sunder (Ex): The Atomic Zombie's Slam attack ignores an object's Hardness.

    Radioactive (Ex): The zombie is highly radioactive, and anything it touches glows in the dark. Touching one is dangerous. Getting it's blood on you even moreso. This Radiation Sickness sort of works like a disease, and the effects depend on whether a creature has fought with the Atomic Zombie, or been exposed to it's 'blood'. If an attacked uses a Piercing or Slashing weapon on the Zombie it must make a Reflex Save (DC is 10 plus the damage dealt), or be exposed. Just Fighting it requires a DC 18 Fortitude Save, has an incubation period of 3d6 hours, with damage being 1d6-1 Con (minimum damage 1). If exposed to the 'blood', the Fortitude Save DC is 21, with an incubation period of 2d6 hours, with damage done being 1d6 Con.

    Special Qualities: Retains all Exceptional Special Qualities based on it's physical form, plus gains the following:

    Damage Reduction 10/-

    Homing Sense (Ex): If sent on a mission, and not given orders, or damaged enough that it can't be remote controlled, it will automatically return home when it's power gets low. They can contain a charge allowing them to operate for up to 16 hours, and will start to return if left to their own devices when at half that. If the charge runs out, they are effectively dead until they're recharged. There is a cumulative 10% chance per day it goes without a charge that it becomes unchargeable, and simply falls apart.

    Remote Controlled (Ex): The doctor who animates the corpses (or someone of his choice) can use a machine to see and hear what the zombie sees and hears via a video feed, and can speak through it's mouth (Initially the Zombie uses the operators voice, but by the end of the film the doctor has found a way to let the Zombie use it's own voice.). It also grants the zombie some of it's skills and feats. The zombie cannot resist the operators orders, though there is a chance that the zombie misunderstands the operators orders. Roll 1d20+ the Zombie's Wisdom Modifier against a DC 15 if it has less than 50% hit points, is given complicated orders (DM's discretion on how complicated the order must be), or the signal controlling it is cut off (presumable a strong electromagnetic field would work). If the Zombie fails, it is Confused, as per the spell, for 1 round. It should be noted that uncontrolled Zombies will attack others on sight, including their creator. If the machine that broadcasts the signal that animates them is turned off or destroyed, the Zombies fall to the ground unconscious (dead if the machine is destroyed). The machine is a Medium sized object weighing 200 pounds, with a Hardness of 5 and 30 hit points.

    Semi-Mindless: The Atomic Zombie has an Intelligence score of 2, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It still loses all Feats and skil ranks.

    Saves: Unchanged.

    Abilities: +8 Str, -4 Wis, -6 Cha. Int resets to 2, and it has no Con score.

    Skills: If given orders by the operator, the Atomic Zombie has access to his skills. It has half the ranks of the operator in any skills he or she has, plus it's own ability score modifiers.

    Feats: The Atomic Zombie has some of the Feats possessed by it's operator. It has any Weapon or Armor Proficiencies, and any Feats that are based purely on skill or mental ability.

    Environment:
    Any

    Organization: Solitary or Group (2-10)

    Challenge Rating: +2

    Treasure: None

    Alignment: Always Neutral

    Advancement: ---

    Level Adjustment: ---

    Example of creature using template here:

    Willard Pierce (Human Expert 6/Atomic Zombie)
    Medium Construct
    Hit Dice: 6d12 (39 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
    Base Attack/Grapple: +4/+10
    Attack: Slam +10 melee (1d4+9) or Grapple +10 melee touch (Grapple)
    Full Attack: Slam +10 melee (1d4+9) or Grapple +10 melee touch (Grapple)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grapple, Constrict, Throw, Sunder, Radioactive
    Special Qualities: DR 10/-, Homing Sense, Remote Controlled, Semi-Mindless
    Saves: Fort +2, Ref +4, Will +4
    Abilities: Str 23, Dex 14, Con -, Int 2, Wis 8, Cha 8
    Skills: ---
    Feats: ---
    Challenge Rating: 8
    Treasure: None
    Alignment: Neutral
    Advancement: ---
    Level Adjustment: ---

    Willard Pierce was an aging criminal with tuberculosis whose body was stolen from the morgue to be used as an instrument of vengeance. He doesn't last more than a month.



    Join us next week for our finale, HORRORS FROM EARTH'S DIM PAST!
    Last edited by Bhu; 2024-04-06 at 06:15 PM.
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  5. - Top - End - #815
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    Default Re: Critters III! Now also in 5e!

    had a special request


    Ginosaji
    Medium Outsider (Evil, Shapechanger)
    Hit Dice: 6d8+30 (57 hp)
    Initiative: +8
    Speed: 40 ft. (8 squares)
    Armor Class: 16 (+4 Dex, +2 Natural), touch 14, flat-footed 12
    Base Attack/Grapple: +6/+7
    Attack: +1 Spoon +11 melee (1 point plus possible effects) or Spoon +11 ranged (1 point plus possible effects)
    Full Attack: +1 Spoon +11/+6 melee (1 point plus possible effects) or Spoon +11 ranged (1 point plus possible effects)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spoon Collection
    Special Qualities: Darkvision 60 ft., Curse of the Ginosaji, Partial Invulnerability, Immunities, Spiderclimb, Change Shape, Selective Invisibility
    Saves: Fort +10, Ref +9, Will +8
    Abilities: Str 12, Dex 18, Con 20, Int 14, Wis 16, Cha 18
    Skills: Balance +14, Climb +11, Hide +14, Intimidate +14, Jump +11, Knowledge (Arcana) +11, Listen +13, Move Silently +14, Spot +13, Swim +1
    Feats: Improved Initiative, Two-Weapon Fighting, Weapon Finesse
    Environment: Any
    Organization: Unique?
    Challenge Rating: 6
    Treasure: Spoons (see below)
    Alignment: Neutral Evil
    Advancement: 7+ HD (Medium)
    Level Adjustment: --
    The Ginosaji is a tall, slender white man with black lips and circles around his eyes, wearing black clothes and a hoodie. There is a cryptogram known as the Mark of the Ginosaji on his left wrist. He has an odd walk, carries a collection of spoons, and sports a sneer of perpetual rage. His blood is black, and he appears to be full of worms. He doesn't communicate, preferring to just batter his victims with a spoon. He does not appear to need air, food or water. He doesn't speak, except when changing shape to disguise himself. He is a remarkably tenacious (beep), and is apparently a vengeful demon of some sort whose goal is to punish people by murdering them as slowly and inefficiently as possible, to the extent he will even save them from suicide if he has to.

    Spoon Collection: The Ginosaji keeps a collection of 16 magical +1 spoons under it's hoodie. These are weapons that do 1 point of bludgeoning damage, and can be thrown up to 10 feet. If the Ginosaji successfully hits an opponent, it can choose to add one of the following effects:

    Disarm: As a Free Action the Ginosaji can make a Disarm attempt, without provoking an Attack of Opportunity.

    Fatigue: The target must make a DC 14 Fortitude Save or become Fatigued (or Exhausted if it's already Fatigued). The Save DC is Strength based.

    Knockdown: As a Free Action the Ginosaji can make a Trip attempt, without provoking an Attack of Opportunity.

    Stun: The target must make a DC 14 Fortitude Save, or be Stunned for 1 round. The Save DC is Strength based.

    Sunder: As a Free Action the Ginosaji can make a Sunder attempt, without provoking an Attack of Opportunity.

    Curse of the Ginosaji (Su): The Ginosaji always knows the location of it's intended current target, so long as they are on the same plane of existence. It cannot choose a new victim until it has killed the old one.

    Partial Invulnerability: The Ginosaji is immune to non-magical weapon damage, and has DR 10/- against magical weapons. If the Ginosaji loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

    Immunities: The Ginosaji has immunity to poison, sleep effects, paralysis, petrification, polymorph, stunning, disease, and death effects. He is not subject to critical hits, nonlethal damage, ability drain, or energy drain. He is immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. He is immune to cold, fire and negative energy damage.

    Spiderclimb (Ex): The Ginosaji can climb sheer surfaces as though with a spider climb spell.

    Change Shape (Su): The Ginosaji magically polymorphs into a small or medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment the Ginosaji is wearing or carrying transforms to something appropriate for the new form. If the Ginosaji dies, it reverts to its true form.

    Selective Invisibility (Su): The Ginosaji is permanently Invisible to everyone but it's current intended target.

    Combat: The Ginosaji just runs after his victim, relentlessly battering him with a spoon. He only breaks out the fancy maneuvers when the target tries to fight back, in an attempt to crush it's spirit. Sadistic to a fault, the Ginosaji will let it's victim escape to attack later, and will not pursue another victim until it kills it's current one.

    Last edited by Bhu; 2024-04-06 at 06:21 PM.
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  6. - Top - End - #816
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    It's a quote from the films special movie 'science'.
    Ah, right. I keep forgetting that in this particular kind of context, science is just an odd spelling for fiction in English

    Quote Originally Posted by Bhu View Post
    Giant Leeches
    Large Magical Beast (Aquatic, Amphibious)
    Feats: Alertness, Stealthy
    The thing should get one more feat.

    Blood Drain (Ex): Leeches do 1d4 temporary Constitution damage against opponents they have Pinned in a Grapple. Opponents who lose one third or more of their Con score are considered Exhausted until the damage has healed.
    A nice twist on the old ability. I approve of that.

    Light Sensitivity (Ex): Giant Leeches are dazzled in bright sunlight or within the radius of a daylight spell.
    Now I'm imagining the thing wearing Sundark Goggles.

    Quote Originally Posted by Bhu View Post
    Killer Shrew
    Small Animal
    Hyper Metabolism (Ex): Shrews must eat three times their own body weight each day or risk starving to death (see DMG page 304). The Shrew may go 8 hours without food, and then must make a Fortitude check each hour (DC 10+1 per previous check). However they get a Bonus to Initiative Checks, Attack rolls (including Grapple Checks), and Damage rolls equal to their Constitution modifier.
    Huh. An ability that's as much a mechanical thing or a reason for a fuzzy critter to attack EVERYTHING within sight as the DM wants it to be and does something either way? I'll take two.

    Quote Originally Posted by Bhu View Post
    Giant Gila Monster
    Huge Animal
    Base Attack/Grapple: +15/+41
    Grapple's +33 (15, +8 size, 10 STR), I believe.

    Special Attacks: Poison, Improved Grab, Trample (2d8+22)
    I can't for the life of me figure out where the +22's coming from there.

    Fun fact: the critter is a Mexican Beaded Lizard, and not a Gila Monster.
    Taxonomy is a strange beast! Few have seen it, and fewer yet bothered to take notes.

    Quote Originally Posted by Bhu View Post
    Glenn Manning aka The Amazing Colossal Man
    Gargantuan Giant (Strong Hero 10/Tough Hero 6/Soldier 4)
    More like the Amazing Gargantuan Hurdle, d20M.

    Attack: Slam +33 melee (1d8+21)
    Full Attack: 2 Slams +33 melee (1d8+21)
    The Combat section says its unarmed strikes are lethal and Brawl sets the Medium baseline damage at 1d6+STR, which would go up to 3d6+21 for Gargantuan. Why not use that?

    Saves: Fort +20, Ref +9, Will +6
    Fort +22 (feat); Ref +11 (good progression for Soldier).

    Feats: Endurance, Far Shot, Great Fortitude, Heroic Surge, Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Track, Brawl (B), Cleave (B), Combat Reflexes (B), Endurance (B), Improved Brawl (B), Improved Knockout Punch (B), Knockout Punch (B), Power Attack (B), Streetfighting (B), Weapon Focus (Grapple)(B), Weapon Specialization (Grapple)(B)
    I count a feat that should not be.

    Quote Originally Posted by Bhu View Post
    Flesh Eating Virus Blob
    Medium Ooze (Amphibious, Aquatic)
    Eventually, they figure out the virii don't eat blood or bone (or dead flesh), so hemoglobin might be poison to them. I'll pause while you digest that sentence...
    Ah, sure! Digest that and die of deadly hemoglobin poisoning! No, thank you!!

    Clumping (Ex): When exposed to electrical damage, the Flesh Eaters lump together into a single, ever growing organism. An aquarium full of them that takes at least 15 points of electricity damage, becomes the creature listed in this statblock, but is Stunned for 1 round (plus 1 more round each time it takes electrical damage). If there are more Flesh Eaters, they will continue to clump together, gaining 1 Hit Die and increasing in size fr every 5 points of electricity damage. Spells that arc from one creature to another, such as Chain Lightning, or that cover an area (such as Lightning Bolt) cause all the Flesh Eaters in that area of effect to move together and fuse into one (they may do this despite being stunned). See Advancement to see how many Hit Dice the creature needs to increase in size.
    Very much on the clumpnky side, if you ask me. "An aquarium" is not how I'd quantify a good base amount mechanically either.

    Vulnerability: Hemoglobin is incredibly toxic to the Flesh Eaters, and they gain 1 Negative Level per round they are in contact with it. If they are injected with Hemoglobin, they must make a DC 25 Fortitude Save, or die in 1d4 rounds.
    Negative Levels (supernatural negative energy death damage to the soul) is not how I'd represent that, honestly.

    Quote Originally Posted by Bhu View Post
    "I'll kill you Alligator Man! Just like I'd kill any four-legged gator!"
    Please tell me that's an actual quote from the actual movie, because I love it.

    Quote Originally Posted by Bhu View Post
    Atomic Zombie

    Atomic Zombie is an Acquired Template that can be applied to the corpse of any Humanoid. A mobster hellbent on revenge meets an ex Nazi scientist who has learned to replace the brains of dead men with nuclear powered machines that make the bodies animated, durable and superhumanly strong.
    Size and Type: Type changes to Undead.

    Hit Dice: All current Hit Dice become d12's.
    I'd probably go with Construct there. Also, that's… A premise, certainly.

    Quote Originally Posted by Bhu View Post
    Had a special request:

    Ginosaji
    Medium Outsider (Evil, Shapechanger)
    Well. I suppose it had to happen, eventually.

    Attack: Spoon +11 melee (1 point plus possible effects) or Spoon +11 ranged (1 point plus possible effects)
    Full Attack: Spoon +11/+6 melee (1 point plus possible effects) or Spoon +11 ranged (1 point plus possible effects)
    Spelling out the +1 enhancement bonus here would be helpful.

    Saves: Fort +10, Ref +9, Will +9
    Will +8.

    Skills: Balance +4, Climb +1, Hide +4, Intimidate +4, Jump +1, Knowledge (Arcana) +1, Listen +3, Move Silently +4, Spot +3, Swim +1
    Skill points seem not to be allocated at all; Knowledge modifier is impossibly low.

  7. - Top - End - #817
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    Default Re: Critters III! Now also in 5e!

    http://www.youtube.com/watch?v=3hWlXT9HhFA

    The Beast from Haunted Cave
    Large Aberration (Cold)
    Hit Dice: 6d8+30 (57 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17
    Base Attack/Grapple: +4/+12
    Attack: Tentacle +7 melee (1d8+4)
    Full Attack: 2 Tentacles +7 melee (1d8+4) and 1 Bite +2 Melee (1d8+2)
    Space/Reach: 10 ft./10 ft. (15 ft. with Tentacles)
    Special Attacks: Improved Grab, Blood Drain, Webbing, Frightful Presence
    Special Qualities: Dark Vision 60 ft., DR 5/-, Fast Healing 1, Immune to Cold, Vulnerable to Fire, Snow Walk
    Saves: Fort +7, Ref +4, Will +6
    Abilities: Str 18, Dex 15, Con 20, Int 2, Wis 12, Cha 12
    Skills: Climb +8, Hide +5, Listen +4, Move Silently +5
    Feats: Ability Focus (Frightful Presence), Improved Web, Multigrab (see Savage Species)
    Environment: Cold Mountains or Forest
    Organization: Solitary (Unique?)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-12 HD (Large)
    Level Adjustment: ---

    "I don't care what it is. I don't care if it chews up the whole state. I care if it came from Mars or happened by spontaneous combustion. We're going to Canada with a load of gold, so forget it!"

    The Beast from Haunted Cave appears to have potentially hatched from an egg (which the film implies was recently), and there are no signs of there being more of it's kind. This also implies it may be an infant, and adults may be significantly larger and more powerful. It was apparently fairly tough, and while gunfire drove it off, it didn't appear to permanently injure it until the end of the film, when mass gunfire (and a liberal dose of flame) puts an end to it. The beast appears vaguely humanoid, but spend much of it's time crouched on all fours walking in a spiderlike gait. It's front limbs are incredibly long tentacles, and most of it's other features are obscured by long hair (which may be hair or some sort of filament similar to it's webbing).

    The Beast lives in an abandoned mine near Deadwood, South Dakota, where it is discovered by a group of bank robbers on the run. In fact, the explosives they set in the mine to serve as a distraction may have hatched the Beast or driven it from the mine.

    Improved Grab (Ex): If the Beast successfully hits with it's Tentacle Attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of opportunity. If successful it may Grapple it's victim, cocoon it, or drink it's blood.

    Blood Drain (Ex): If the Beast has it's opponent pinned in a Grapple, or it has it cocooned and helpless, it may do 1d4 temporary Strength damage per round.

    Webbing (Ex): The Beast may cocoon unconscious, paralyzed or helpless victims with some sort of weblike substance. Once they awake they can try to escape from the cocoon, but with their arms and legs bound as they are they will have to make a successful DC 18 Escape Artist Check or DC 22 Strength Check to break free. The Save DC is Constitution based, and the Strength Check DC has a +4 Racial Bonus. The Beast can cocoon a Tiny or Smaller opponent as a Standard Action, and a Small or Medium opponent as a Full Round Action. It will not willingly attack opponents larger than itself, but could, in theory, cocoon them as well.

    Frightful Presence (Ex): When the Beast Grapples or Charges an opponent, all enemies with less than 6 HD within 30 ft. must make a DC 16 Willpower Save (Save DC is Charisma based) or be Shaken for the duration of the encounter.

    Snow Walk (Ex): The Beasts movement is not slowed by snow and ice.

    Skills: The Beast gains a +4 Racial Bonus to Climb and Hide Checks.

    Combat: The Beast normally does non lethal damage with it's tentacle attacks (it takes no attack roll penalty when it does this) and Grapple Checks because it wants live victims. Once it has grappled them into unconsciousness it takes them to it's lair or other convenient hiding place and cocoons them in webbing so it can use their blood as a food source. Since it does not feed them they eventually die of a combination of blood loss and starvation.

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    http://www.youtube.com/watch?v=vfKakOgshxw

    Black Scorpion
    Colossal Vermin
    Hit Dice: 125d8+1625 (2187 hp)
    Initiative: +4
    Speed: 50 ft. (10 squares)
    Armor Class: 60 (-8 Size, +4 Dex, +54 Natural), touch 6, flat-footed 56
    Base Attack/Grapple: +93/+124
    Attack: Pincer +100 melee (8d10+15)
    Full Attack: 2 Pincers +100 melee (8d10+15) and 1 Sting +95 melee (8d10+7 plus Poison)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Sting, Improved Grab, Constrict
    Special Qualities: Dark Vision 60 ft., Vermin Traits, DR 30/-, Vulnerable Throat
    Saves: Fort +77, Ref +45, Will +42
    Abilities: Str 40, Dex 18, Con 36, Int -, Wis 12, Cha 2
    Skills: Climb +19, Hide -8, Spot +5
    Feats: -
    Environment: Warm Desert or Underground
    Organization: Solitary or Nest (4-10, Nests are usually younglings and are merely Gargantuan in Size)
    Challenge Rating: 42
    Treasure: None
    Alignment: Always Neutral
    Advancement: 126+ HD
    Level Adjustment: ---

    "That's how they kill each other - that weak spot in the throat!"

    The Black Scorpion is the largest of a nest of giant prehistoric scorpions released near San Lorenzo, Mexico, by a volcanic eruption. While most of the scorpions were only half it's size (Huge or bigger), the Black Scorpion was enormous, and easily shrugged off tank cannon fire before being electrocuted. While similar to Scorpions their eyes and mouthparts are unlike those of modern scorpions. But like their namesake they are incredibly territorial, and will kill anything they see (each other included).

    Improved Grab (Ex): If the Black Scorpion successfully hits with it's Pincer attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it will Constrict if the opponent is 2 or more Size Classes smaller than it, or Sting if the opponent is larger. It may also throw them.

    Constrict (Ex): The Black Scorpion does 16d10+30 damage with a successful Grapple Check, unless it wishes to sting.

    Fling Enemy (Ex): When the Scorpion is grappling a foe, it can fling that foe away from itself with a successful grapple check. Flinging the enemy requires a standard action. For every 5 points by which the Scorpion's grapple check beats it's foe's grapple check or Escape Artist check, it can throw that foe 10 feet. It's foe lands prone in the square the DM designates, and takes 1d6 falling damage per 10 feet traveled. It must be strong enough to lift an enemy over it's head (the enemy's weight cannot exceed the scorpion's maximum load) to throw him. See page 162 of the Player's Handbook for more information on carrying capacity and maximum load. The enemy does not provoke attacks of opportunity for this movement.

    Sting (Ex): The Black Scorpions sting is venomous, and the victim must make a DC 85 Fortitude Save (Save DC is Constitution based) or be poisoned. Initial damage is 2d6 Constitution, Secondary damage is death.

    Vulnerable Throat (Ex): Scorpions have a small white patch on their throat that is vulnerable and unarmored. Since they are not immune to each others venom they sting this patch in combat to slay one another. Opponents who take a -4 to hit, and successfully confirm a critical hit, ignore the Scorpions DR.

    Skills: Black Scorpions get a +4 Racial Bonus to Climb, Hide, and Spot Checks.

    Combat: Black Scorpions charge and go straight for the Grapple before squeezing their opponents to death. If they put up a fight or are almost as large as the Scorpion it stings. They are very aggressive and will fight to the death. It's believed they eat their own weight in flesh every 3-4 days, so cannibalism is common. The easiest way to distract a hungry scorpion chasing you, is another scorpion.


    The Inchworm
    Huge Vermin
    Hit Dice: 20d8+80 (170 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), Climb 30 ft.
    Armor Class: 27 (-2 Size, +3 Dex, +16 Natural), touch 11, flat-footed 24
    Base Attack/Grapple: +15/+33
    Attack: Tentacles +23 melee touch (Grapple)
    Full Attack: 2 Tentacles +23 melee touch (Grapple)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Tentacles
    Special Qualities: Dark Vision 60 ft., Vermin Traits, Twisting Grappler, DR 10/-
    Saves: Fort +16, Ref +9, Will +7
    Abilities: Str 30, Dex 16, Con 18, Int -, Wis 12, Cha 2
    Skills: Climb +18, Escape Artist +11
    Feats: -
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 11
    Treasure: None
    Alignment: Always Neutral
    Advancement: 21-30 HD (Gargantuan), 31-40 HD (Colossal)
    Level Adjustment: ---

    "What the heck is that?"

    In one scene in the Black Scorpion when the geologists go underground, they encounter several monsters, including this strange creature that looks like an armored inchworm with tentacles. It's not quite a match for even the younger scorpions, and was said to be a left over prop from the lost Spider Pit sequence from the original King Kong. It's more likely it was recreated as it was done by the same artists.

    Tentacles (Ex):: The Inchworm can make a Grapple Check without provoking an Attack of opportunity. If successful, it holds it's opponent while gnawing with it's jaws, doing 3d6+15 damage.

    Twisting Grappler (Ex):: The Inchworm twists and turns when grappled by an opponent. Aside from being hard to hold on to, it makes it difficult to use extra attacks (such as stings or rakes) gained by opponents Grappling it. Opponents who can use secondary Natural Weapon attacks in a Grapple take a -4 Penalty to hit with them.

    Light Sensitivity (Ex): Inchworms are dazzled in bright sunlight or within the radius of a daylight spell.

    Skills: Inchworms get a +8 Racial Bonus to Climb and Escape Artist Checks, and may always Take 10 on a Climb Check.

    Combat: Inchworms Grapple opponents, trying to Pin them so they can then Bite at their leisure.



    http://www.youtube.com/watch?v=J1DHK...eature=related

    Giant Trap Door Spider
    Large Vermin
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), Climb 20 ft., Burrow 20 ft.
    Armor Class: 19 (-1 Size, +3 Dex, +7 Natural), touch 12, flat-footed 16
    Base Attack/Grapple: +4/+11
    Attack: Pincer +6 melee (1d6+3)
    Full Attack: 2 Pincers +6 melee (1d6+3) and 1 Bite +1 melee (1d6+1)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Ambush, Improved Grab, Constrict
    Special Qualities: Dark Vision 60 ft., Vermin traits,
    Saves: Fort +7, Ref +5, Will +3
    Abilities: Str 16, Dex 17, Con 14, Int -, Wis 12, Cha 2
    Skills: Climb +11, Hide +3, Spot +5
    Feats: ---
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-12 HD (Large)
    Level Adjustment: ---

    "Run!"

    Also in the underground lair of the semi-communal giant scorpions was a giant trap door spider with long crablike pincers. It looks more like a Pseudoscorpion, and may have been a remake of an older model used in the lost Spider Pit scene from King Kong.

    Improved Grab (Ex): If the Trap Door Spider successfully hits with it's Pincer attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. It may also make a Grapple as part of a Charge Attack. If it is successful it may constrict.

    Constrict (Ex): The Trap Door Spider does 1d6+3 damage with a successful Grapple Check.

    Ambush (Ex): Trap Door Spiders make burrows which have hinged lids with silken triplines radiating from them. It hides beneath the lid holding the triplines, effectively giving it Tremorsense 60 ft. while in this position as well as Total Concealment. Opponents get a DC 13 Knowledge (Nature) Check to realize whats up or when the spider pushes the lid up and charges them they are considered Flat-Footed. The Trap Door Spider gets a +4 Racial Bonus on Grapple Checks against Flat Footed opponents.

    Skills: Trap Door Spiders get a +4 Racial Bonus on Hide and Spot Checks. They also get a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

    Combat: Trap Door Spiders generally lie in wait under the lids of their burrows before ambushing prey. If it manages to dodge the initial attack the spider will give chase.

    Last edited by Bhu; 2024-04-14 at 06:22 PM.
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  9. - Top - End - #819
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    Default Re: Critters III! Now also in 5e!

    http://www.youtube.com/watch?v=mTGMc-QPBlw


    Rhedosaurus
    Colossal Animal (Amphibious, Aquatic)
    Hit Dice: 48d8+624 (840 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares), Swim 60 ft.
    Armor Class: 33 (-8 Size, +1 Dex, +30 Natural), touch 3, flat-footed 32
    Base Attack/Grapple: +36/+70
    Attack: Bite +47 melee (4d6+27/19-20) or Tail Lash +46 melee (4d6+27)
    Full Attack: Bite +47 melee (4d6+27/19-20) or Tail Lash +46 melee (4d6+27)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Improved Grab, Swallow Whole, Infectious, Tail Lash, Trample (4d8+27)
    Special Qualities: Low Light Vision, Immune to Cold and Disease, DR 15/-, Hibernation
    Saves: Fort +45, Ref +27, Will +17
    Abilities: Str 46, Dex 12, Con 36, Int 2, Wis 12, Cha 8
    Skills: Climb +29, Listen +18, Spot +18, Swim +36
    Feats: Alertness, Awesome Blow, Cleave, Diehard, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Power Attack, Power Critical (Bite, see Complete Warrior), Weapon Focus (Bite). Epic Feats: Devastating Critical (Bite), Epic Endurance, Epic Fortitude, Overwhelming Critical (Bite)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 20
    Treasure: None
    Alignment: Always Neutral
    Advancement: 49+ HD (Colossal)
    Level Adjustment: ---

    "New York is like a city besieged. A state of emergency has been declared... and the entire police force put on 24-hour duty. Civilian defense is fully mobilized... and shelters have been opened in an effort to stop the mounting hysteria. All traffic has been halted. And Times Square, the heart of New York, has stopped beating. The National Guard has been called out, fully armed. to repel the invader. This is full-scale war against a terrible enemy... such as modern man has never before faced. Ordinary bullets have no effect... and a method of destroying the awesome creature... has not yet been formulated. But the battle field has been cleared. Herald Square. 34th Street. Broadway. Every section of the city is guarded. No one knows where the monster will strike next. It was last seen on Wall Street, close to where it came ashore. But lower Manhattan has become no man's land... where the beast, at present, lies hidden. The National Guard is barricading the entire area... in an effort to confine the death and destruction... of what is already the worst disaster in New York's history."

    The Rhedosaurus is a 200 foot long fictional dinosaur that in all honesty resembles a more common lizard like reptile than anything else. It also appears to be capable of surviving being frozen in ice for millions of years, has a high degree of resistance to disease (although it is a carrier), and is capable of either breathing underwater or holding it's breath for obscenely long periods of time. Traveling through a blizzard doesn't seem to be a problem for it, and small arms fire only seems to enrage it as opposed to causing any serious damage.

    Estimated to have frozen solid sometime within the paleolithic era, it is freed from it's arctic prison by nuclear weapons testing, and it quickly makes it's way to the east coast of North America, where it begins wreaking havoc. Attempts to kill it are complicated by a virulently lethal plague discovered to be present in it's blood. It is eventually killed by firing a radioactive isotope into an open wound on it's neck.

    Improved Grab (Ex): If the Rhedosaurus successfully hits with it's bite attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If it is successful it may then do Bite damage each round, or attempt to Swallow an opponent if it is at least 3 Size classes smaller than it.

    Swallow Whole (Ex): A Rhedosaurus can try to swallow an opponent at least 3 Size Classes smaller than itself with a successful Grapple Check. The swallowed creature takes 2d6+18 bludgeoning damage along with 18 points of acid damage per round. A swallowed creature can cut it's way out by doing 50 points of damage with a light slashing or piercing weapon to the Rhedosaurus' gullet (AC 25). Once it exits muscular action closes the hole, and other swallowed opponents must find their own way out.

    Infectious (Ex): The Rhedosaurus is infected with an incredibly virulent bacteria. Any opponent who successfully damages the Rhedosaurus in melee must make a Reflex Save (Save DC is 10 plus damage dealt) or come in contact with it's blood. If the attack is a natural weapon such as a claw or bite the opponent gets no Save. Contact, DC 47 Fortitude Save (Save DC is Constitution based), Incubation period 1 day, damage is 1d6 Constitution.

    Tail Lash (Ex): The Rhedosaurs' Tail Lash attack can only be made to it's rear. It affects all opponents in a 30 ft. Cone.

    Trample (Ex): Reflex Save for half damage is DC 52. The save DC is Strength-based.

    Hibernation (Ex): As an immediate action, the Rhedosaurus can enter a catatonic state in which it appears to be dead, but is merely hibernating. While hibernating it cannot see or feel anything, and does not realize what is happening around it. While under the effect of this ability, it is immune to all mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, aging, and death effects. Attempts to resuscitate it, such as raise dead or reincarnation, automatically fail, though resurrection and true resurrection immediately end it's hibernation ability. Spells and other effects that assess it's current condition, such as status and deathwatch, indicate that it is not dead. However, a character who succeeds on a DC 20 Heal check can discern that it is actually alive. It can remain in the catatonic state indefinitely, and does not require food, water, and air. Emerging from hibernation is a standard action (or a Free Action if it takes damage)..

    Skills: Rhedosaurus get a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. It can use the run action while swimming, provided it swims in a straight line.

    Combat: The Rhedosaurus normally moves forward, bites and swallows. If there are multiple targets, or enemies to it's rear, it will Tail Lash.

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    Default Re: Critters III! Now also in 5e!

    http://www.youtube.com/watch?v=rWRi23-r6p8


    Giant Prehistoric Snail
    Large Vermin (Amphibious, Aquatic)
    Hit Dice: 6d8+18 (45 hp)
    Initiative: -2
    Speed: 30 ft. (6 squares), Swim 30 ft.
    Armor Class: 15 (-1 Size, -2 Dex, +8 Natural), touch 7, flat-footed 15
    Base Attack/Grapple: +4/+14
    Attack: Bite +9 melee (1d8+9/18-20)
    Full Attack: Bite +9 melee (1d8+9/18-20)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Blood Drain, Severing Bite
    Special Qualities: Dark Vision 60 ft., Vermin Traits, Defensive Foam
    Saves: Fort +8, Ref +0, Will +3
    Abilities: Str 22, Dex 6, Con 16, Int -, Wis 12, Cha 2
    Skills: Swim +14
    Feats: ---
    Environment: Warm Aquatic
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-12 HD (Large)
    Level Adjustment: ---

    "From the instant they're born, they're hungry."

    The film lists these creatures as dried out eggs from prehistoric times that hatch when exposed to water in the manner that some primitive shrimp do. An earthquake in the Salton Sea provides the water. Despite being called molluscs, the monsters look more like armored caterpillars with mandibles than snails. Perhaps it's their exposure to radiation from the local nuclear testing facility. They apparently drain victims of all moisture with their bite, which definitely isn't your average snail....

    Initially only known by the radioactive slime they leave behind, the films main scientist believes they're related to the Kraken, and our intrepid heroes set out to wipe their species off the planet because they are deemed to be too dangerous.

    Improved Grab (Ex): If the Giant Snail successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it does it's Bite damage each round.

    Blood Drain (Ex): If the Giant Snail pins it's opponent in a Grapple it may do 1d4 temporary Constitution damage with a successful Grapple Check.

    Severing Bite (Ex): The Snails jaws are incredibly sharp and threaten a critical on an 18-20. They may also be used to make a Sunder attack as a Free Action without provoking an attack of opportunity if used to attack an object.

    Defensive Foam (Ex): If the Snail takes damage it emits defensive foam from it's body, giving it a +6 Racial Bonus on all Grapple Checks made to escape Grapples and a +1 Deflection Bonus to AC. This foam is radioactive and highly toxic, and creatures attacking the Snail with a Bite Attack may be poisoned. Ingested, DC 16 Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 1 negative level. The snail leaves a trail of this radioactive slime in it's wake, and it remains potent for a time, with the Save DC to avoid it's effects lowering by -2 every hour.

    Skills: Snails get a +8 Racial Bonus to Swim Checks, and may Always Take 10 on a Swim Check.

    Combat: Snails simply approach as quickly as they can and begin biting. Once they have a victim in a Grapple they start draining his blood. They definitely aren't tactical geniuses, though if you poke at them with a reach weapon, they will bite the weapon.

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  11. - Top - End - #821
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    Default Re: Critters III! Now also in 5e!

    Please note there were various critters in the spider pit scene depending on the variation of the script, so I used the ones that were present in Jackson's remake.
    https://www.youtube.com/watch?v=x-2Tu87Vx9w

    Pit Lizard
    Large Animal
    Hit Dice: 5d8+10 (32 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares), Climb 20 ft.
    Armor Class: 14 (-1 Size, +5 Natural), touch 9, flat-footed 14
    Base Attack/Grapple: +3/+11
    Attack: Bite +6 melee (1d8+6)
    Full Attack: Bite +6 melee (1d8+6)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision, Scent
    Saves: Fort +6, Ref +4, Will +2
    Abilities: Str 18, Dex 10, Con 15, Int 2, Wis 12, Cha 2
    Skills: Climb +12, Listen +6, Spot +6, Survival +3
    Feats: Alertness, Track
    Environment: Warm Forest
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 6-7 HD (Large), 8-10 HD (Huge)
    Level Adjustment: ---

    Also known as the Polysauro, his is the 2 legged lizard climbing up from the pit in the original Kong film. It has scutes on it's neck and shoulders, and a fin running the length of it's back. It's not very fast, but is very determined to make up for that.

    Skills: The Pit Lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

    Combat: Tactics are, basically, slowly pursue and eat.



    Pig Crocodile
    Large Animal
    Hit Dice: 8d8+40 (76 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 14 (-1 Size, +5 natural ), touch 9, flat-footed 14
    Base Attack/Grapple: +6/+16
    Attack: Bite +12 melee (2d6+9)
    Full Attack: Bite +12 melee (2d6+9)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision
    Saves: Fort +11, Ref +6, Will +3
    Abilities: Str 22, Dex 10, Con 20, Int 2, Wis 12, Cha 2
    Skills: Listen +7, Spot +6, Survival +5
    Feats: Alertness, Endurance, Weapon Focus (Bite)
    Environment: Warm Forest
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: 9-13 HD (Large), 14-16 HD (Huge)
    Level Adjustment: ---

    This is the thickly built, 4 legged reptile from the spider pit scene. It vaguely resembles a marine iguana.

    Combat: Tactics are, again, slowly pursue and eat.



    Pit Spider
    Large Vermin
    Hit Dice: 8d8+16 (52 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares), Climb 30 ft.
    Armor Class: 15 (-1 Size, +3 Dex, +3 natural ), touch 12, flat-footed 12
    Base Attack/Grapple: +6/+13
    Attack: Bite +8 melee (1d8+4 plus poison)
    Full Attack: Bite +8 melee (1d8+4 plus poison)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Low Light Vision, Dark Vision 60 ft.
    Saves: Fort +8, Ref +5, Will +2
    Abilities: Str 16, Dex 17, Con 15, Int -, Wis 10, Cha 2
    Skills: Climb +11, Hide +3, Jump +13, Spot +8
    Feats: -
    Environment: Warm Forest
    Organization:Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: 9-13 HD (Large), 14-16 HD (Huge)
    Level Adjustment: ---

    Ye olde biggity spider.

    Poison (Ex): Injury, Fortitude DC 16, Initial and Secondary Damage 1d8 Str. Save DC is Constitution Based.

    Skills: Pit Spiders have a +4 Racial Bonus on Hide checks, a +8 Racial Bonus on Climb and Spot checks, and a +10 Racial Bonus on Jump checks. They can always Take 10 on Climb checks even if rushed or threatened. They can use their Str or Dex onus for Climb checks, whichever is higher.

    Combat:
    Same as the others pretty much, it can just move quicker.



    Pit Crab
    Large Vermin
    Hit Dice: 8d8+24 (60 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares), Climb 30 ft.
    Armor Class: 17 (-1 Size, +8 natural), touch 9, flat-footed 17
    Base Attack/Grapple: +6/+16
    Attack: Pincer +11 melee (1d8+6)
    Full Attack: 2 Pincers +11 melee (1d8+6)
    Space/Reach: 10 ft./5 ft. (10 ft. with Pincers)
    Special Attacks: Improved Grab, Constrict (1d8+6)
    Special Qualities: Low Light Vision, Dark Vision 60 ft.
    Saves: Fort +9, Ref +2, Will +2
    Abilities: Str 23, Dex 10, Con 16, Int -, Wis 10, Cha 2
    Skills: Climb+14
    Feats: -
    Environment: Warm Forest
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: 9-14 HD (Large)
    Level Adjustment: ---

    The long limbed crab from the spider pit.

    Improved Grab (Ex): If the Pit Crab successfully hits with it's Pincer attack it can immediately make a Grapple check as a Free Action without provoking an Attack of Opportunity. If successful, it may then Constrict the next round.

    Constrict (Ex): The Pit Crab does 1d8+6 damage with a successful Grapple check.

    Skills: The Pit Crab has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

    Combat: Pinch them lil goobers! Well, them and everything else in reach.



    Tentacle Bug
    Large Aberration
    Hit Dice: 8d8+32 (68 hp)
    Initiative: -1
    Speed: 40 ft. (8 squares), Climb 30 ft.
    Armor Class: 16 (-1 Size,-1 Dex, +8 Natural), touch 8, flat-footed 16
    Base Attack/Grapple: +6/+16
    Attack: Tentacles +11 melee touch (Grapple)
    Full Attack: Tentacles +11 melee touch (Grapple)
    Space/Reach: 10 ft./5 ft. (10 ft with Tentacles)
    Special Attacks: Improved Grab, Constrict (1d8+6 plus poison), Poison
    Special Qualities: Low Light Vision, Dark Vision 60 ft., Mindless
    Saves: Fort +6, Ref +1, Will +6
    Abilities: Str 23, Dex 8, Con 18, Int -, Wis 10, Cha 2
    Skills: Climb +14
    Feats: -
    Environment: Warm Forest
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 9-14 HD (Large)
    Level Adjustment: ---

    The weird freaky critter from the pit scene. It's only description is "an insect with octopus limbs".

    Improved Grab (Ex):
    The Tentacle Bug can make a Grapple check without provoking an attack of opportunity. If successful it may constrict (i.e. it bites).

    Constrict (Ex):
    The Tentacle Bug does 1d8+6 with a successful Grapple check and it has a chance of poisoning it's victim.

    Poison (Ex): Injury, Fortitude Save DC 18 (Save DC is Constitution based), initial and Secondary damage is 1d4 Strength.

    Skills: The Tentacle Bug has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

    Combat: Grab n' squish. Then nibble nibble.

    Last edited by Bhu; 2024-04-14 at 06:34 PM.
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  12. - Top - End - #822
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    Default Re: Critters III! Now also in 5e!

    https://www.youtube.com/watch?v=DA_kyTKud8k

    IT!
    Large Construct (Evil)
    Hit Dice: 42d10+240 (471 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 47 (-1 Size, -2 Dex, +40 Natural), touch 7, flat-footed 47
    Base Attack/Grapple: +31/+50
    Attack: Slam +45 melee (5d6+15)
    Full Attack: 2 Slams +45 melee (5d6+15)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Improved Grab, Constrict, Unstoppable
    Special Qualities: Dark Vision 60 ft., Construct Traits, Immunities, Statue, Obeyance, DR 30/-, Immunity to Magic
    Saves: Fort +18, Ref +12, Will +23
    Abilities: Str 40, Dex 6, Con -, Int 16, Wis 20, Cha 20
    Skills: Bluff +30, Climb +25, Intimidate +37, Knowledge (Arcana, Architecture, History, Local, Religion) +23, Listen +25, Move Silently +18, Spot +25
    Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Large and in Charge (see Drconomicon), Multigrab (see Savage Species), Power Attack Epic Feats: Epic Fortitude, Epic Toughness x7, Epic Will
    Environment: Any
    Organization: Unique
    Challenge Rating: 21 (22 in the 19th century, 24 in the 20th century, 26 in the 21st century or later)
    Treasure: None
    Alignment: Always Neutral Evil
    Advancement: 43+ HD (Large)
    Level Adjustment: ---


    The Golem of Prague is a large roughly hewn statue whose artistic style is somewhat alien. Inscribed upon it is "Judah Loew, Prague, 15xx" with the last two digits un-readable. On it's robe in Hebrew is the following:

    "Power bringeth destruction; beware, lest it be unleashed."

    "He who will find the secret of my life at his feet, him will I serve until beyond time.
    "He who shall evoke me in the 17th century, beware, for I cannot by fire be destroyed.
    "He who shall evoke me in the 18th century, beware, for I cannot by fire or by water be destroyed.
    "He who evokes me in the 19th century, beware, for I cannot by fire or by water or by force be destroyed.
    "He who in the 20th century shall dare evoke me, beware, for neither by fire, nor water, nor force, nor anything by man created can I be destroyed.
    "He who in the 21st century evokes me must be of God's hand himself because on this earth the person of man existeth no more."

    Hidden in a small compartment at the Golem's right foot is a scroll with the word 'emet' (truth) written on it. Placing it in the Golem's mouth brings it to life as your 'servitor', and it will 'serve' until your death at which point it wonders the world aimlessly, or goes back into hiding as a statue awaiting a new century, and greater invulnerability. The Golem truly wants to be awoken in the 21st century when it will be virtually impossible to destroy. Nor does it seem entirely bound to be inanimate as it murders several people, but only when no one is looking. It wants to be thought of as a statue until it is only vulnerable to divine intervention. It always returns to it's pedestal after being ordered on a mission to avoid suspicion. The Golem appears to understand most languages but is incapable of speaking.

    Initially discovered after what is likely another one of it's massacres, it is sent to a local British museum that identifies it as the Golem of Prague. The assistant curator quickly discovers it's secret, and uses the scroll, believing he has animated and controls the Golem. I actuality, he has served as a vessel to improve it's invulnerability. It obeys him (mostly), but quickly chafes at the mans direction. Holed up in a castle, hey resist a siege by the UK government, who decides to use a small atomic bomb to dispatch the creature. Which the Golem survives...

    Improved Grab (Ex): The Golem may make a Grapple Check against a being of any Size Class without provoking an Attack of Opportunity.

    Constrict (Ex): The Golem does 5d6+15 damage with a successful Grapple Check.

    Unstoppable (Ex): The Golems attacks are considered Adamantine for purposes of ignoring Damage Reduction, and they ignore Hardness.

    Immunities (Ex): As the spell to 'awaken' the Golem is cast it becomes increasingly harder to destroy. In reality the Golem is playing possum, and simply hopes someone finds the spell and reads it, thereby increasing the Golem's Invulnerability. It will pretend to serve for a time, as it is usually asked to do things it would enjoy doing anyway. If awakened in the 17th century it is immune to Fire damage unless it comes from a divine source (i.e. anyone with a Divine Rank or a Major Artifact created by one).

    If awakened in the 18th century it similarly becomes immune to Acid and Cold damage.

    If awakened in the 19th century it similarly becomes immune to physical (Ballistic, Bludgeoning. Piercing and Slashing) and Force damage.

    If awakened in the 20th century it similarly becomes immune to any weapon or item created by mortals (in other words magic items or even nuclear weapons).

    If awakened in the 21st century the Golem is immune to all damage that does not have a divine origin. An artifact or Divine rank is required to harm it. Clerics and Paladins can damage it still via spells.

    Statue (Ex): The Golem can remain perfectly still for as long as it wants. Unless someone knows what it is, they are incapable of telling it from the average statue.

    Obeyance: Whoever finds the scroll hidden in the Golems foot and places it in it's mouth becomes it's 'Master'. The Golem pretends to obey his orders, though it usually finds a way to twist those orders to bring it's master misfortune (and it will not obey orders to leave). The Golem will serve until his death before going on a rampage temporarily and then fleeing to await being found again in a later age so it can gain ever more power.

    Immunity to Magic (Ex): The Golem is immune to any spell or spell-like ability that allows spell resistance.

    Combat: The Golem kills in secret. Anyone alone in a room with it is at risk, as it may murder you if it senses you are a problem for it's master or a threat to it. Preferably it will be done in a way that doesn't imply the statue did it, such as strangulation or the use of an improvised weapon so as to avoid blood getting on the statue. Once revealed, the Golem simply becomes a slowly walking engine of destruction, quietly beating to death anything in it's path.

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  13. - Top - End - #823
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    Default Re: Critters III! Now also in 5e!

    Caltiki, The Immortal Monster
    Huge Ooze (Amphibious, Aquatic)
    Hit Dice: 12d10+96 (162 hp)
    Initiative: -5
    Speed: 20 ft. (4 squares), Climb 20 ft., Swim 20 ft.
    Armor Class: 11 (-2 Size, -5 Dex, +8 Natural), touch 3, flat-footed 11
    Base Attack/Grapple: +9/+25
    Attack: Slam +15 melee (2d6+12 plus 2d6 acid plus disease)
    Full Attack: Slam +15 melee (2d6+12 plus 2d6 acid plus disease)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Acid, Improved Grab, Constrict (2d6+8 plus 2d6 acid)
    Special Qualities: Blindsight 60 ft., ooze traits, Split, Mindless, DR 10/-, Vulnerable to Fire
    Saves: Fort +12, Ref -1, Will +4
    Abilities: Str 26, Dex 1, Con 26, Int -, Wis 10, Cha 1
    Skills: Climb +16, Swim +16
    Feats: ---
    Environment: Any
    Organization: Solitary or Swarm (5-10)
    Challenge Rating: 8 (9 during the comet)
    Treasure: None
    Alignment: Always Neutral
    Advancement: 13-24 HD (Gargantuan), See below
    Level Adjustment: ---

    Caltiki is an unusual single celled micro-organism that grows exponentially when exposed to rare forms of radiation that is rare on earth but radiated profusely by a comet that approaches Earth once every 850 years. During this time Caltiki begins growing and dividing rapidly, and will quickly overwhelm civilization if not stopped. The only known residence of the Caltiki bacterium is at the bottom of a cave temple pool in Mexico, somewhere near Tikal. It is presumed to have wiped out the Mayans.

    Acid (Ex): The creature secretes a digestive acid. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 24 Reflex saves. A weapon that strikes Caltiki also dissolves immediately unless it succeeds on a DC 24 Reflex save. The save DCs are Constitution-based.

    Improved Grab (Ex): To use this ability, Caltiki must hit with its 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 and can constrict.

    Constrict (Ex):
    Caltiki deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.

    Disease (Ex): Caltiki's touch delivers an exotic venom that causes what look like 3rd degree burns, but upon closer examination the flesh is 'mummified'. Mechanically this works like a disease. Contact, DC 24 Fortitude Save (Save DC is Con based), Incubation 1 day, damage is 1 Con and 1d6 Wisdom. When Wisdom reaches 0, the infected is incurably insane, becoming every more aggressive and sociopathic. Normally they would go catatonic, but the disease simply seems to make them murderous. When it reaches 0 Con it dies. The disease is only passed via contact with Caltiki, not the infected.

    Split (Ex): When the comet approaches Earth, Caltiki will double in Hit Dice every 15 minutes, and divide into two entities when it reaches 24 HD. The comet remains in the sky for 8 hours.

    Skills: Caltiki has a +8 Racial Bonus to Climb and Swim Checks.

    Combat:
    Caltiki basically rolls over anything it senses. It's more 'mindless engine of destruction' than opponent.


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  14. - Top - End - #824
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    Default Re: Critters III! Now also in 5e!

    https://www.youtube.com/watch?v=svyPswixryM

    https://www.youtube.com/watch?v=5qsn8294YFU

    The Gillman
    Medium Monstrous Humanoid (Aquatic)
    Hit Dice: 4d8+20 (38 hp)
    Initiative: +2
    Speed: 25 ft. (5 squares), Swim 25 ft.
    Armor Class: 20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
    Base Attack/Grapple: +4/+15
    Attack: Claw +11 melee (16+7)
    Full Attack: 2 Claws +11 melee (1d6+7)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab, Constrict, Bodyslam
    Special Qualities: Darkvision 60 ft., Blindsense 20 ft., Hold Breath, DR 5/-, Fire Resistance 5, Powerful Build, Light Blindness, Fast Healing 3
    Saves: Fort +8, Ref +6, Will +5
    Abilities: Str 24, Dex 14, Con 20, Int 8, Wis 12, Cha 6
    Skills: Hide +4 (+8 in water), Listen +2, Move Silently +4, Spot +2, Survival +2, Swim +15
    Feats: Great Fortitude, Power Attack, Improved Sunder (B)
    Environment: Warm Aquatic
    Organization: Unique?
    Challenge Rating: <##>
    Treasure: None
    Alignment: Neutral
    Advancement: 5-6 HD (Medium), 7-12 HD (Large)
    Level Adjustment: ---

    "It is my considered opinion that rat No. 4 is sitting inside that cat."

    A scientific expedition looking for fossils runs into a local legend who is too lonely for his own good. Despite having being riddled with bullets, the Gillman survives, and has scientists attempting to communicate with him...while he's on display in an amusement park. What the Hell science? Sadly he is gunned down again, and surgically modified to breathe air and to be made more 'human'. His end is appalling, and tragic. While he doesn't appear to use a language, he does seem more than capable of letting his muscles speak for him. He is obscenely strong for his size, and apparently capable of felling trees. Wrestling promoters should take note: he has a picture perfect scoop slam. And he comes with his own, instantly recognizable, personal theme music!

    Improved Grab (Ex): To use this ability, the Gillman must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Constrict (Ex): The Gillman does 1d6+7 damage with a successful Grapple Check.

    Bodyslam (Ex): With a successful Grapple Check, the Gillman can throw an opponent up to 10 feet. The grapple ends,and the opponent is knocked Prone, and takes 1d6+7 damage.

    Blindsense (Ex): The Gillman can locate creatures underwater within a 20-foot radius. This ability works only when the Gillman is underwater.

    Hold Breath (Ex): The Gillman can leave the water for a number of rounds equal to 8 × its Constitution score before it risks suffocating.

    Powerful Build (Ex): The physical stature of the Gillman lets him function in many ways as if he were one size category larger.

    Whenever the Gillman is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Gillman is treated as one size larger if doing so is advantageous to him.

    The Gillman is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. The Gillman can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

    Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds the Gillman for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

    Skills: The Gillman has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *The Gillman gains a +4 racial bonus on Hide checks when in the water.

    Combat: The Gillman is surprisingly tough. He is shot, stabbed, poisoned and set on fire multiple times and always bounces back. For this reason he needs little in the way of tactics, but he does still display a tactical mind, He uses stealth to attack from ambush, sets traps, etc. He really is underestimated by the egocentric humans.


    Last edited by Bhu; 2024-04-14 at 07:01 PM.
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  15. - Top - End - #825
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post

    I can't for the life of me figure out where the +22's coming from there.
    One and a half times str modifier.


    Please tell me that's an actual quote from the actual movie, because I love it.
    All quotes are from the actual film/book.


    Also, that's… A premise, certainly.
    I did warn you the science this week was gonna be...special.

    Modified the statblocks as usual.
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  16. - Top - End - #826
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    One and a half times str modifier.
    That would only give a +15, though.

    All quotes are from the actual film/book.
    GOOD.


    So, I started going through these, and the second one is already a 125 HD giant thing. Fortunately, it's a Vermin, so feat/skill stuff won't drive me crazy, but with all the other 40+ HD stuff in this batch, I might need a bigger boat here. And certainly more time than usual.

  17. - Top - End - #827
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    That would only give a +15, though.



    GOOD.


    So, I started going through these, and the second one is already a 125 HD giant thing. Fortunately, it's a Vermin, so feat/skill stuff won't drive me crazy, but with all the other 40+ HD stuff in this batch, I might need a bigger boat here. And certainly more time than usual.
    I see where I went wrong. It is fiixed. I had some pretty powerful requests in this one, Thank goodness I have a cheat sheet for critters with huge hd. We're back to Gnomeahaw next week though,so the critters will be more reasonable.
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  18. - Top - End - #828
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    Default Re: Critters III! Now also in 5e!

    Doing a mid-week addendum of a few Templates for lost world type encounters. These are based more on common tropes rather than specific monsters:


    The Juggernaut

    Juggernaut is an Inherited or Acquired Template that can be applied to any corporeal creature whose intelligence is 9 or less, and Size Class Large or bigger. Juggernauts are those hapless huge mountains of muscle and bone so beloved in dinosaur fantasy films and books. The heavily armored behemoths that can absorb round after round without taking more than a moments annoyance from it. Fans of the old DC comics "The War Time Forgot"know what we mean.

    Size and Type: Unchanged

    Hit Dice: Unchanged

    Speed: Unchanged.

    Armor Class: The Base Creatures Natural Armor Class Bonus increases by an amount dependent on it's Size: Large (+3), Huge (+5), Gargantuan (+8) or Colossal (+10).

    Attacks: Unchanged

    Damage: Unchanged

    Special Attacks: The Juggernaut retains all Special Attacks of the Base Creature.

    Special Qualities: The Juggernaut retains all Special Qualities of the Base Creature and gains the following:

    Energy Resistance (Ex): The Juggernaut has Energy Resistance to Fire dependent on Size: Large (5), Huge (10), Gargantuan (15) or Colossal (20).

    Damage Reduction (Ex): The Juggernaut has Damage Reduction dependent on Size: Large (5/-), Huge (10/-), Gargantuan (15/-) or Colossal (20/-).

    Saves: Unchanged other than due to increased Con.

    Abilities: Large or Huge: +4 Str, +4 Con. Gargantuan or Colossal: +6.

    Skills: Unchanged

    Feats: Unchanged

    Environment: Unchanged

    Organization: Usually Solitary

    Challenge Rating: +1 (Large or Huge), +2 (Gargantuan or Colossal).

    Treasure: Unchanged

    Alignment: Unchanged

    Advancement: Unchanged

    Level Adjustment: n/a

    Example of creature using template here:

    Seismosaurus Juggernaut
    Colossal Animal
    Hit Dice: 32d8+288 (432 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares)
    Armor Class: 21 (-8 Size, +1 Dex, +18 Natural), touch 3, flat-footed 20
    Base Attack/Grapple: +24/+56
    Attack: Tail Slap +33 melee (4d10+24/19-20)
    Full Attack: Tail Slap +33 melee (4d10+24/19-20)
    Space/Reach: 30 ft./20 ft. (30 ft. with Tail)
    Special Attacks: Trample (10d10+24, Save DC 44)
    Special Qualities: Energy Resistance 20 (Fire), Damage Reduction 20/-, Low Light Vision, Scent
    Saves: Fort +34, Ref +25, Will +12
    Abilities: Str 42, Dex 13, Con 29, Int 1, Wis 14, Cha 14
    Skills: Listen +19, Spot +20
    Feats: Ability Focus (Trample), Awesome Blow, Cleave, Great Cleave, Improved Critical (Tail Slap), Improved Toughness, Large and In Charge, Power Blow, Weapon Focus (Tail Slap) Epic Feats: Devastating Critical (Tail Slap), Overwhelming Critical (Tail Slap)
    Environment: Warm Forests, Hills, Plains, and Marsh
    Organization: Solitary
    Challenge Rating: 14
    Treasure: None
    Alignment: Always Neutral
    Advancement: 33-64 HD (Colossal)
    Level Adjustment: ---

    "The guns have no effect sir!"

    "Just keep firing dammit!"

    WWII saw the discovery of many "lost worlds" full of highly aggressive creatures that were long thought extinct.




    5E JUGGERNAUT
    Any creature that is Large or bigger, and has an Intelligence score lower than 10, can become a Juggernaut.

    Challenge. Recalculate the Challenge Rating after you apply the template.

    Armor Class. The Base Creatures gains a minimum AC based on Size, and it's Natural Armor Bonus is adjusted upwards to meet that minimum: Large (17), Huge (19), or Gargantuan (22).

    Attributes. Strength and Constitution increase by an amount depending on the Base Creature's Size (maximum of 30): Large or Huge (+4), Gargantuan or bigger (+6).

    Damage Resistances. Bludgeoning, Fire, Piercing, Slashing.
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  19. - Top - End - #829
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    Firespitter

    Firespitter is an Inherited or Acquired Template that can be applied to any corporeal creature with an Int of 9 or less, and Size Class Large or bigger. Seen in many of the old 'lost world' dino movies and comics, these are the lovely critters that for some reason are capable of spitting fire (and sometimes they eat coal!). In some cases it's claimed their inner fires make them immune to cold so they can live in the arctic. God bless the 50's huh?

    Size and Type: Unchanged. Animals and Vermin become Magical Beasts.

    Hit Dice: Unchanged, recalculate hp if Base Creature was Animal or Vermin.

    Speed: Unchanged.

    Armor Class: Unchanged.

    Attacks: Unchanged, recalculate Base Attack Bonus if Base Creature was an Animal or Vermin.

    Damage: Unchanged

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

    Flamethrower (Su): The Firespitter has a Cone Shaped Breath weapon it can use every 1d4 rounds. The Size of the Cone is 40 ft., plus 10 ft. for every Size Category above Large. Opponents in the Area can make a Reflex Save (DC is 10 plus half the Firespitters Hit Dice plus it's Constitution modifier) for half damage. Damage depends on the Base Creatures Size. Large=6d6, Huge=10d6, Gargantuan=15d6, Colossal=22d6.

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

    Immunities (Ex): Firespitters are immune to fire and cold damage.

    Saves: Unchanged.

    Abilities: Unchanged.

    Skills: Unchanged, unless the base creature was a Vermin.

    Feats: Unchanged, unless the base creature was a Vermin.

    Environment: Unchanged.

    Organization: Unchanged

    Challenge Rating: +1 (Large or Huge), +2 (Gargantuan or Colossal)

    Treasure: Unchanged

    Alignment: Unchanged

    Advancement: Unchanged

    Level Adjustment: ---


    "I never expected to bury my friends. I never expected them to be charred mockeries of humanity when I found them either..."

    Firespitter Quetzalcoatlus
    Huge Magical Beast
    Hit Dice: 10d10+50 (105 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), Fly 100 ft. (Poor)
    Armor Class: 17 (-2 Size, +1 Dex, +8 natural), touch 9, flat-footed 16
    Base Attack/Grapple: +10/+26
    Attack: Bite +16 melee (2d10+8)
    Full Attack: 1 Bite +16 melee (2d10+8) and 2 Wings +11 melee (2d6+4)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Swallow Whole, Flamethrower
    Special Qualities: Low Light Vision, Dark Vision 60 ft., Immunities
    Saves: Fort +12, Ref +8, Will +6
    Abilities: Str 26, Dex 13, Con 20, Int 2, Wis 17, Cha 11
    Skills: Listen +5, Spot +15
    Feats: Alertness, Fly-By Attack, Hover, Snatch
    Environment: Warm Forests, Hills, and Mountains
    Organization: Solitary, Pair, or Covey
    Challenge Rating: 9
    Treasure: None
    Alignment: Always Neutral
    Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
    Level Adjustment: ---

    Flamethrower (Su): 50 ft. Cone of fire, 10d6, DC 20 Reflex Save for 1/2 damage.




    5E FIRESPITTER
    Any corporeal creature that is Large or bigger, and has an Intelligence score less than 10, can become a Firespitter.

    Challenge. Recalculate the Challenge Rating after you apply the template.

    Damage Immunities. The base creature becomes immune to the following damage types: Fire, Cold.

    New Action: Breath Weapon (Recharge 5-6). The Firespitter exhales Fire in a Cone 5 (length and damage depends on the base creatures Size: Large (30 ft. long, 11d8), Huge (60 ft. long, 12d8), or Gargantuan (90 ft. long, 15d8). Any creature in the area must make a Dexterity Save or take full damage (half as much on a successful one). Save DC is Con based.
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    Devil Beast

    Devil beast is an Inherited Template that can be applied to any Animal that is herbivorous or omnivorous. Devil Beasts are strange offshoots of normal animals that dwell in dark places. In some bleak corner of the world, where death is so common that the ground itself is cursed, and all the animals there are bloodthirsty carnivores. This seems particularly common in primitive worlds (remember those old dinosaur comics where they were all meat eaters?). While no more intelligent than the average animal they are quite crafty when it comes to murder.

    Size and Type: Unchanged

    Hit Dice: Unchanged

    Speed: Unchanged

    Armor Class: Natural AC Bonus increases by +1.

    Attacks: The Base Creature gets a bite attack as a Primary Attack (Secondary if it already has a weapon other than a Slam that it uses already such as the Stegosaurs tail attack). Damage depends on Size. Fine=1 pt., Diminutive=1d2, Tiny=1d3, Small=1d4, Medium=1d6, Large= 1d8, Huge= 2d6, Gargantuan=3d6, Collosal=3d6 (plus one and a half times Str Modifier).

    Damage: Unchanged

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

    Special Qualities: Retains all Special Qualities of the Base Creature and gains Scent.

    Saves: Unchanged

    Abilities: Tiny or Smaller: +2 Str, +2 Con. Small to Huge: +4 Str, +4 Con. Gargantuan to Colossal: +6 Str, +6 Con.

    Skills: Unchanged

    Feats: Doesn't gain new Feats, but may swap out Feats from the Base Creature's entry for more appropriate ones.

    Environment: Unchanged

    Organization: Unchanged

    Challenge Rating: +1

    Treasure: Unchanged

    Alignment: Always Neutral Evil.

    Advancement: Unchanged

    Level Adjustment: ---

    Example of creature using template here:


    Triceratops
    Huge Animal
    Hit Dice: 16d8+144 (216 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (-2 Size, -1 Dex, +12 Natural), touch 7, flat-footed 19
    Base Attack/Grapple: +12/+32
    Attack: Bite +22 melee (2d6+18) or Gore +22 melee (2d8+19)
    Full Attack: Bite +22 melee (2d6+18) or Gore +22 melee (2d8+19)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Powerful Charge, Trample (2d12+18)
    Special Qualities: Low Light Vision, Scent
    Saves: Fort +21, Ref +9, Will +6
    Abilities: Str 34, Dex 9, Con 29, Int 1, Wis 12, Cha 7
    Skills: Listen +13, Spot +12
    Feats: Alertness, Great Fortitude, Toughness x4
    Environment: Temperate Plains
    Organization: Solitary, Pair, or Herd (5-8)
    Challenge Rating: 10
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 17-32 HD (Huge), 33-48 HD (Gargantuan)
    Level Adjustment: ---

    The dinosaurs of the Devils Valley are well known for their bloodthirstiness, even those who shouldn't be hungry for meat...

    Powerful Charge (Ex): On a successful charge the Triceratops does 4d8+24 damage.

    Trample (Ex): DC 30 Reflex Save for half damage (Save DC is Strength based).



    5E DEVIL BEAST
    Any Beast that is that is herbivorous or omnivorous can become a Devil Beast.

    Challenge. Recalculate the Challenge Rating after you apply the template.

    Armor Class. The Base Creatures AC improves by +1.

    Attributes. Strength and Constitution increase by an amount depending on the Base Creature's Size (maximum of 30): Tiny or Small (+2), Medium or Large (+4), Huge or bigger (+6).

    New Action: Multiattack. The base creature gets it's regular attacks, plus it's Bite.

    New Action: Bite. The Base Creature gains a Strength based melee attack whose range and Piercing damage is based on Size: Tiny (5 ft., 1d3), Small (5 ft., 1d4), Medium (5 ft., 1d6), Large (5 ft., 2d6), Huge (10 ft., 4d6), or Gargantuan (10 ft., 8d6).
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  21. - Top - End - #831
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    KING

    King is an Inherited or Acquired Template that can be applied to any Animal, or Vermin that is Large or bigger, and has Advanced Hit Dice (remember to recalculate stats before applying template). Kings are the last or greatest or most powerful of their species. They are the subject of many bad films. Really, really bad films. Hopefully it makes for a neat template tho :D Despite it's bonus to Intelligence a King cannot take class levels. It's still an animal, just a very intelligent one.

    Size and Type: Unchanged.

    Hit Dice: Recalculate hit points due to increased hit dice.

    Speed: Unchanged.

    Armor Class: Base Creatures Natural Armor Class increases by +3. Don't forget increases if Size changes as well.

    Attacks: Recalculate BAB due to increased Hit Dice.

    Damage: Unchanged, unless Size changes.

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

    Ferocity (Ex): King creatures may fight normally even when disabled or dying.

    Veteran Combatant (Ex): A roll of 1 is not an automatic failure when making to hit rolls or trying to confirm criticals.

    Veteran Killer (Ex): All the Kings natural attacks have their threat range increased by 2 (i.e. if their bite normally criticals on a 20, it now criticals on an 18-20). This does not stack with other effects that increase critical threat range.

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

    Wily (Ex): You have a 50% chance of negating any critical hit, turning it into a regular hit.

    Saves: Recalculate due to increased Hit Dice and ability score changes.

    Abilities: +4 Str, +4 Dex, +4 Con, +1 Int (unless it is Mindless), +4 Wis, +6 Cha. Also, since the Hit Dice increase don't forget the +1 to any ability score every 4 hit dice, and changes due to size change if there is one.

    Skills: Recalculate due to increased Hit Dice and ability score changes.

    Feats: Recalculate due to increased Hit Dice and ability score changes.

    Environment: Unchanged.

    Organization: Unique

    Challenge Rating: +2

    Treasure: Unchanged

    Alignment: Unchanged

    Advancement: Unchanged

    Level Adjustment: ---

    Example of creature using template here:

    King T-Rex
    Gargantuan Animal
    Hit Dice: 54d8+495 (738 hp)
    Initiative: +7
    Speed: 40 ft. (8 squares)
    Armor Class: 21 (-4 Size, +3 Dex, +12 natural), touch 9, flat-footed 18
    Base Attack/Grapple: +40/+67
    Attack: Bite +52 melee (4d6+22/18-20)
    Full Attack: Bite +52 melee (4d6+22/18-20)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Improved Grab, Swallow Whole, Ferocity, Veteran combatant, Veteran Killer
    Special Qualities: Low Light Vision, Scent, Wily
    Saves: Fort +38, Ref +32, Will +22
    Abilities: Str 40, Dex 16, Con 29, Int 3, Wis 19, Cha 18
    Skills: Hide +4, Listen +28, Spot +28
    Feats: Alertness, Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Improved Natural Attack (Bite), Improved Snatch (see Savage Species), Large and in Charge, Multisnatch (see Savage Species), Power Attack, Run, Snatch, Toughness (x3), Track, Weapon Focus (Bite). Epic Feats: Devastating Critical (Bite), Overwhelming Critical (Bite).
    Environment: Warm Plains
    Organization: Solitary
    Challenge Rating: 18
    Treasure: None
    Alignment: Always Neutral
    Advancement: --
    Level Adjustment: ---




    5E KING
    Any Beast that is Large or bigger can become a King.

    Challenge. Recalculate the Challenge Rating after you apply the template.

    Armor Class. The Base Creatures Armor Class improves by +2.

    Hit Points. Hit Dice increases by an amount that depends on the base creatures size: Large +3, Huge +5, Gargantuan +9.

    Attributes. Base Creature gains +4 to all Ability Scores, except Intelligence. Intelligence improves by +1.

    Relentless (Recharges after a Short or Long Rest). If the King takes 10 (15 if Huge, 20 if Gargantuan) damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

    Born Killer. The base creatures attacks score a critical on a 19 or 20.
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    A preview of the weekend:

    CRYPTID



    "Yorp?"

    Cryptids are animals or hominids that may or may not exist but have been seen by many people. They are creatures that might be real, though in modern days the term has been corrupted to include beings from myth and ufology.

    BECOMING A CRYPTID
    You don't really become a cryptid you're pretty much born one.

    ENTRY REQUIREMENTS
    Type: Any Animal, Giant, Humanoid, Magical Beast, Monstrous Humanoid or Vermin,
    Special: Must have ranks in Hide or Move Silently OR a Feat giving bonuses with one of those 2 skills OR a Species Bonus to one of those skills.


    Class Skills
    The Cryptid's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Wis), Spot (Wis), Survival (Wis), and Swim (Str). They also have any skills listed in their monster entry not included here as a class skill.
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    [PRE] BAB Fort Ref Will Abilities
    1. +0 +2 +2 +0 Size is No Problem
    2. +1 +3 +3 +0 Camouflage
    3. +2 +3 +3 +1 Only A Legend
    4. +3 +4 +4 +1 Speed is No Problem
    5. +3 +4 +4 +1 Hide In Plain Sight
    6. +4 +5 +5 +2 Bigfoot Is a Commie
    7. +5 +5 +5 +2 Ambush
    8. +6 +6 +6 +2 I Am As One With the Bushes
    9. +6 +6 +6 +3 OMG Bigfoot Is An Alien
    10.+7 +7 +7 +3 Obfuscation[/PRE]

    Weapon Proficiencies: Cryptids gain no new weapon or armor proficiencies

    Size Is No Problem (Ex): Cryptids take no Size Penalty to Hide Checks.

    Camouflage (Ex): A Cryptid of 2nd level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

    Only A Legend (Ex): Myths and rumors about you have become so obfuscated in the retelling, so that all Knowledge skill checks made to gain information about you (i.e. Knowledge:Nature if you're an animal) take a -4 Penalty.

    Speed Is No Problem (Ex): Cryptids take no penalties to Hide or Move Silently checks regardless of how fast they move.

    Hide In Plain Sight (Ex): While in any sort of natural terrain, a Cryptid of 5th level or higher can use the Hide skill even while being observed.

    Bigfoot Is A Commie (Ex): The penalties to Knowledge skill checks from Only A Legend raise to -8. Opponents with Bardic Knowledge or similar type abilities have a -4 on those rolls now too.

    Ambush (Ex): If you are successfully hidden or concealed and your opponents cannot see you, you can spring from hiding and let out a huge roar while you charge as a Standard Action. Any opponent capable of perceiving you must make a Willpower Save (DC is 10 plus half your Hit Dice plus Charisma Modifier, +4 for every Size Category bigger you are than your opponent) or be Panicked for 2d6 rounds. If they succeed they are Shaken for the rest of the encounter (mostly from the embarrassment of having their bowels release).

    I Am As One With The Bushes (Ex): You can always Take 10 on Hide and Move Silently checks, regardless of the circumstances you find yourself in.

    OMG Bigfoot Is An Alien (Ex): Knowledge checks made against you automatically fail to provide any useful information. Bardic Knowledge type checks are now at -8. People just seem to invent total gibberish about you.

    Obfuscation (Su): People you encounter now cannot remember things correctly. Any being encountering you must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier plus 4 for every Size Class bigger you are than them). If they succeed, they cannot remember details exactly. For example if you are a Bigfoot they will disagree on color, or size, number of fingers, or minor details. Some might even believe you are a wolfman or bear man, or an animal. But they will have the gist of the encounter right.

    If they don't succeed things get fun. They disagree wildly on what they saw/experienced. For 1d6 days after the event whenever it is mentioned or someone inquires about it they will become hysterical, either brutally rationalizing anything and everything they saw ("Swamp gas. Hadda be."), or spew the most delirious, psychedelic nonsense they can muster. Either way they won't come across as a believable witness. Even after the 1d6 days are up they still won't agree on what they saw, but it'll be less nutzoid. This is a Mind-affecting effect.

    Paladin: "Okay, so let's run through this again. You were 'adventuring' outside our city, when an unknown thing attacked you. What did it look like again?"

    The Dwarf: "It was a bear. Just a bear. Musta been hopped up on potions or somethin'..."

    The Halfling: "IT CAME FROM THE SKY!!!! IT CAAAMME FROOM THE SKYYYYYYYYYYYYY!!!!!"

    The Human: "It had 14 mouths and 16 buttocks, and a tongue in it's eyeballs!"

    The Elf: "It was a multiheaded, lightning spewing, anthropomorphic Buttwhale with flaming, unmentionables of DOOM!!"

    Paladin: "You uh...you wouldn't be out here in the woods sampling the local mushrooms would you? They're bad stuff."

    Dwarf: "No sir, we aren't drug users."

    Paladin: "Cause I can't help but notice all the mushrooms over in your camping site..."

    Halfling: "The Squirrel left those after he ate Bob's brain."

    Paladin: "The...squirrel...."

    Human: "Yeah a squirrel ambushed us with some mindblasts after that thing attacked. He dropped the shrooms after fleeing with Bob's head."

    Paladin: "Just for my own personal edification...what does a squirrel look like?"

    Dwarf: "They're kinda tall purple people with tentacles on their face, and ..."

    Paladin: "THATS A MINDFLAYER YOU IDIOT!!"

    Elf: "No, Mindflayers are littly fuzzy forest critters with foofy tails that store nuts for the winter."

    Paladin: "You people are clearly wasted on something. Unless I get some straight answers, and you tell me where this thing went, someone is getting this +2 Holy Flaming Bastard Sword right up their..."

    Elf: "THAT WAY!! It went that way!"

    2 minutes later

    Dwarf: "You know darn well it didn't go that way."

    Elf: "I hadda get rid of the Paladin so we could flee. They're one step removed from being serial killers you know."



    PLAYING A CRYPTID
    You are a legendary being that may or may not be real. So don't show up very often, and try to hide as much as possible. Show yourself only to drunks, or people who are alone, or who would be not believed by their society. If you get spotted by someone believable, lay low for a while. Or arrange to besmirch his reputation.
    Combat: You really only enter into combat when you're one on one with someone you can take (it furthers your legend when the body is found), or you have no choice.
    Advancement: Most cryptids advance as creatures of their type after they have maxed out the levels of this PrC.
    Resources: Cryptids only available resource will be members of their own species. And maybe a few friendly cryptozoologists. Others will want to kill them for a variety of reasons.

    CRYPTIDS IN THE WORLD
    "Ah knows there's a critter or sumpin' up on Black Rock! Knows it ah tell ye!'
    Cryptids are rarely seen by people, and usually by accident. And for good reason. 'Civilized' people are nuts. They poop everywhere, throw trash around, and keep trying to put an arrow in you because "thet thar pelt'd look good by the fahr".
    Daily Life: Your daily life isn't any different than any animals or odd little creatures really. Other than the occasional hunter determined to prove your existence.
    Notables: Bob (N Male Sasquatch/Cryptid 9) is a noted prankster among his people.
    Organizations: Most organizations will be determined to find and expose Cryptids as real. Whether or not they want to help you or sell Nessie burgers is a different story...

    NPC Reaction
    General reactions can be described as "HOLY (beep) IT'S A SKUNK APE!!!!!!!!!!!!!!!!!!MAH!!MAH!!!GIT MAH APE KILLIN' BOW!!!!"

    CRYPTIDS IN THE GAME
    Monsters with the Cryptid template will be a good deal more sneaky and crafty than they would usually. This template also assumes that whatever critter you apply it to is a possibly legendary, well known beast in your campaign world.
    Adaptation: As can be expected this is a not entirely serious PrC. So it would do best in goofy campaigns.
    Encounters: PC's will usually encounter a Cryptid at random somewhere on the outskirts of civilization.

    Sample Encounter
    EL 12:

    DM: "Okay as you come to the clearing you notice a large hairy hominid. He appears to be wearing a shirt saying "I am NOT the communist father of Elvis' mutant space child."

    Player 1: "How does he look?"

    DM: "He's smiling. You notice he's carrying a rock..."

    Players 2-4: "Awwwwwww (beep)..."


    Bob
    N Male Sasquatch/Cryptid 9
    Init +0, Senses: Listen +5, Spot +5, Dark Vision 60', Scent
    Languages Sasquatch
    ------------------------------------------------
    AC 11, touch 9, flat-footed 11 (-1 Size, +2 Natural)
    hp 93 (12 HD)
    Fort +10, Ref +9, Will +7
    ------------------------------------------------
    Speed 40 ft. (8 squares)
    Melee Unarmed Strike +12/+7 (1d4+4) or Spear +12/+7 (1d8+4)
    Base Atk +9, Grp +17
    Atk Options Ambush (DC 14 plus possible size modifiers)
    -----------------------------------------------
    Abilities Str 18, Dex 10, Con 16, Int 6, Wis 12, Cha 7
    SQ Size Is No Problem, Camouflage, Only A Legend, Speed Is No Problem, Hide In Plain Sight, Bigfoot Is A Commie, Ambush, I Am As One With The Bushes, OMG Bigfoot Is An Alien
    Feats Alertness, Improved Unarmed Strike, Simple Weapon Proficiency (Spear), Stealthy, Toughness
    Skills Climb +5, Hide +6, Intimidate +1, Listen +5, Move Silently +4, Spot +5, Survival +2
    Possessions Spear, or maybe a rock...

    Note: I used Raptorial's version of Sasquatch from the Wizards boards.

    EPIC CRYPTID

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Bonus Feats: The Epic Cryptid gains a Bonus Feat every 2 levels higher than 20th





    5E CRYPTID
    Any Beast, Giant, Humanoid, or Monstrosity can become a Cryptid.

    Challenge. Recalculate the Challenge Rating after you apply the template.

    Attributes. Base Creature gains +2 Intelligence.

    Skills. The Base Creature gains Expertise with Dexterity (Stealth) and Wisdom (Perception or Survival) Checks.

    Ambusher. The Cryptid has advantage on attack rolls against any creature it has surprised.

    Improved Stealth. You can move stealthily at your normal speed. You can try to hide when you are lightly obscured from the creature from which you are hiding.

    Vanish. The Cryptid can use the Hide action as a bonus action on it's turn. Also, it can't be tracked by nonmagical means, unless it chooses to leave a trail

    Veil. The Cryptid draws on the powers of nature to hide itself from view briefly. As a bonus action, it can magically become invisible, along with any equipment it is wearing or carrying, until the start of it's next turn.

    It can use this feature a number of times equal to it's proficiency bonus per day.

    Obfuscation. People that Cryptids encounter cannot remember things correctly. Any being encountering one must make an Intelligence Save (DC is 8 + Proficiency Bonus + Constitution Modifier). If they succeed, they cannot remember details exactly. For example if you are a Bigfoot they will disagree on color, or size, number of fingers, or minor details. Some might even believe you are a wolfman or bear man, or an animal. But they will have the gist of the encounter right.

    If they don't succeed things get fun. They disagree wildly on what they saw/experienced. For 1d6 days after the event whenever it is mentioned or someone inquires about it they will become hysterical, either brutally rationalizing anything and everything they saw ("Swamp gas. Hadda be."), or spew the most delirious, psychedelic nonsense they can muster. Either way they won't come across as a believable witness. Even after the 1d6 days are up they still won't agree on what they saw, but it'll be less nutzoid.
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  23. - Top - End - #833
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    Default Re: Critters III! Now also in 5e!

    And finally, I arrive!

    Quote Originally Posted by Bhu View Post
    The Beast from Haunted Cave
    Large Aberration (Cold)
    Creepy! (Which, needless to say, is a good thing.)

    "I don't care what it is. I don't care if it chews up the whole state. I care if it came from Mars or happened by spontaneous combustion. We're going to Canada with a load of gold, so forget it!"
    Canada: it's too boring even for monsters.

    Blood Drain (Ex): If the Beast has it's opponent pinned in a Grapple, or it has it cocooned and helpless, it may do 1d4 temporary Strength damage per round.
    STR? Unusual.

    Webbing (Ex): The Beast may cocoon unconscious, paralyzed or helpless victims with some sort of weblike substance. Once they awake they can try to escape from the cocoon, but with their arms and legs bound as they are they will have to make a successful DC 18 Escape Artist Check or DC 22 Strength Check to break free. The Save DC is Constitution based, and the Strength Check DC has a +4 Racial Bonus. The Beast can cocoon a Tiny or Smaller opponent as a Standard Action, and a Small or Medium opponent as a Full Round Action. It will not willingly attack opponents larger than itself, but could, in theory, cocoon them as well.
    That's not a save DC, as such. (Nevertheless, the sadistic spider routine of webbing up prey and slowly consuming it, at the creature's leisure is nice.)
    Quote Originally Posted by Bhu View Post
    Black Scorpion
    Colossal Vermin
    …or BS for short. (If the glove fits…)

    Constrict (Ex): The Black Scorpion does 16d6+30 damage with a successful Grapple Check, unless it wishes to sting.
    How about 16d10, to tie it to pincer damage? (Also, more damage is good damage!)

    Fling Enemy (Ex): When the Scorpion is grappling a foe, it can fling that foe away from itself with a successful grapple check. Flinging the enemy requires a standard action. For every 5 points by which the Scorpion's grapple check beats it's foe's grapple check or Escape Artist check, it can throw that foe 10 feet. It's foe lands prone in the square the DM designates. It must be strong enough to lift an enemy over it's head (the enemy's weight cannot exceed the scorpion's maximum load) to throw him. See page 162 of the Player's Handbook for more information on carrying capacity and maximum load. The enemy does not provoke attacks of opportunity for this movement.
    I'm rather fond of abilities of this sort. Does it deal damage as per the falling rules?

    Vulnerable Throat (Ex): Scorpions have a small white patch on their throat that is vulnerable and unarmored. Since they are not immune to each others venom they sting this patch in combat to slay one another. Opponents who take a -4 to hit, and successfully confirm a critical hit, ignore the Scorpions DR.
    That's deliciously silly, but has a good balance to it all the same. Nice.

    The Inchworm
    Huge Vermin
    Tentacles: The Inchworm can make a Grapple Check without provoking an Attack of opportunity. If successful, it holds it's opponent while gnawing with it's jaws, doing 3d6+15 damage.

    Twisting Grappler: The Inchworm twists and turns when grappled by an opponent. Aside from being hard to hold on to, it makes it difficult to use extra attacks (such as stings or rakes) gained by opponents Grappling it. Opponents who can use secondary Natural Weapon attacks in a Grapple take a -4 Penalty to hit with them.
    Could these get an (Ex) label to them?

    Giant Trap Door Spider
    Large Vermin
    Speed: 30 ft. (8 squares)
    6 squares.

    , Burrow 20 ft.
    Always nice. Was this supposed to also have a climb speed? Skills section would seem to suggest that much.

    Ambush (Ex): Trap Door Spiders make burrows which have hinged lids with silken triplines radiating from them. It hides beneath the lid holding the triplines, effectively giving it Tremorsense 60 ft. while in this position as well as Total Concealment. Opponents get a DC 13 Knowledge (Nature) Check to realize whats up or when the spider pushes the lid up and charges them they are considered Flat-Footed.
    Thank ou for bothering to make this work like an actual trapdoor spider (rather than the "it chases you if you manually lift the lid" thing in the clip). Trapdoor spiders are cool.

    Skills: Trap Door Spiders get a +4 Racial Bonus on Hide and Spot Checks. They also get a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check. The Trap Door Spider gets a +4 Racial Bonus on Grapple Checks against Flat Footed opponents.
    I'd file this under Improved Grab or Ambush.


    Quote Originally Posted by Bhu View Post
    Rhedosaurus
    Colossal Animal (Amphibious, Aquatic)
    A DINOSAUR LIZARD!

    Hit Dice: 48d8+624 (840 hp)
    …with 48 HD.
    Tail Lash (Ex): The Rhedosaurs' Tail Lash attack can only be made to it's rear. It affects all opponents in a 30 ft. Cone.
    Ah, the usual issue: facing. Where is its rear in combat? Where is anything's rear in combat?

    Hibernation (Ex): As an immediate action, the Rhedosaurus can enter a catatonic state in which it appears to be dead, but is merely hibernating. While hibernating it cannot see or feel anything, and does not realize what is happening around it. While under the effect of this ability, it is immune to all mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, aging, and death effects. Attempts to resuscitate it, such as raise dead or reincarnation, automatically fail, though resurrection and true resurrection immediately end it's hibernation ability. Spells and other effects that assess it's current condition, such as status and deathwatch, indicate that it is not dead. However, a character who succeeds on a DC 20 Heal check can discern that it is actually alive. It can remain in the catatonic state indefinitely, and does not require food, water, and air. Emerging from hibernation is a standard action (or a Free Action if it takes damage)..
    Damn. That's, like, awful fast!

    [QUOTE=Bhu;25991431]Giant Prehistoric Snail
    Large Vermin (Amphibious, Aquatic)[/QUOTEg
    Defensive Foam (Ex): If the Snail takes damage it emits defensive foam from it's body, giving it a +6 Racial Bonus on all Grapple Checks made to escape Grapples and a +1 Deflection Bonus to AC. This foam is radioactive and highly toxic, and creatures attacking the Snail with a Bite Attack may be poisoned. Ingested, DC 16 Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 1 negative level. The snail leaves a trail of this radioactive slime in it's wake, and it remains potent for a time, with the Save DC to avoid it's effects lowering by -2 every hour.
    Contact, eh? A source of radiation that emits no radiation? Never change, movie science, never change.

    Quote Originally Posted by Bhu View Post
    Pit Lizard
    Large Animal
    Hit Dice: 5d8+10 (32 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares), Climb 20 ft.
    Can the climb speed get its usual skills section in the description?

    Skills: Listen +7, Spot +7
    Feats: Alertness, Track
    Track, but no Survival?

    Pit Crab
    Large Vermin
    Hit Dice: 8d8+24 (60 hp)
    Speed: 40 ft. (8 squares), Climb 30 ft.
    As above.

    Tentacle Bug
    Large Aberration
    Speed: 40 ft. (8 squares), Climb 30 ft.
    And again.

    Attack: Tentacles +12 melee touch (Grapple)
    Full Attack: Tentacles +12 melee touch (Grapple)
    +11 to hit (size).
    Quote Originally Posted by Bhu View Post
    IT!
    Large Construct (Evil)
    And a classic emerges.

    Hit Dice: 42d10+240 (471 hp)
    I know it's more than justified, but permit me to grumble none the less.

    Special Qualities: Dark Vision 60 ft., Construct Traits, Invulnerability, Statue, Obeyance, DR 30/-, Immunity to Magic
    Invulnerability (Ex): As the spell to 'awaken' the Golem is cast it becomes increasingly harder to destroy. In reality the Golem is playing possum, and simply hopes someone finds the spell and reads it, thereby increasing the Golem's Invulnerability. It will pretend to serve for a time, as it is usually asked to do things it would enjoy doing anyway. If awakened in the 17th century it is immune to Fire damage unless it comes from a divine source (i.e. anyone with a Divine Rank or a Major Artifact created by one).

    If awakened in the 18th century it similarly becomes immune to Acid and Cold damage.

    If awakened in the 19th century it similarly becomes immune to physical (Ballistic, Bludgeoning. Piercing and Slashing) and Force damage.

    If awakened in the 20th century it similarly becomes immune to any weapon or item created by mortals (in other words magic items or even nuclear weapons).

    If awakened in the 21st century the Golem is immune to all damage that does not have a divine origin. An artifact or Divine rank is required to harm it.
    You tend to use that term for not-Hardness. I'd go with Immunities. (Also, in terms of divine stuff, how does stuff like the divine energy part of Flame Strike or (especially) Miracle figure into this?)

    Skills: Bluff +30, Climb +25, Intimidate +35, Knowledge (Arcana, Architecture, History, Local, Religion) +23, Listen +25, Move Silently +18, Spot +25
    Two skill points remain available (probably the synergy from Bluff running amok).

    Advancement: 42+ HD (Large)
    43+ HD.

    Quote Originally Posted by Bhu View Post
    Caltiki, The Immortal Monster
    Huge Ooze (Amphibious, Aquatic)
    A bit too mortal for my taste as immortals go.

    Attack: Slam +15 melee (2d6+8 plus 2d6 acid plus disease)
    Full Attack: Slam +15 melee (2d6+8 plus 2d6 acid plus disease)
    2d6+12 damage, if the customs for single natural attacks are followed.

    Acid (Ex): The creature secretes a digestive acid. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A weapon that strikes Caltiki also dissolves immediately unless it succeeds on a DC 24 Reflex save. The save DCs are Constitution-based.
    Both DCs should be 24.

    Disease (Ex): Caltiki's touch delivers an exotic venom that causes what look like 3rd degree burns, but upon closer examination the flesh is 'mummified'. Mechanically this works like a disease. Contact, DC 24 Fortitude Save (Save DC is Con based), Incubation 1 day, damage is 1 Con and 1d6 Wisdom. When Wisdom reaches 0, the infected is incurably insane, becoming every more aggressive and sociopathic.
    So… No going catatonic as is normal for WIS 0?

    Split (Ex): When the comet approaches Earth, Caltiki will double in Hit Dice every 15 minutes, and divide into two entities when it reaches 24 HD. The comet remains in the sky for 8 hours.
    Every 15 minutes? Okay, now we're talking. (Still, it has 12 HD by default. It always reaches 24 in a single instance unless level drained or something.)

    Quote Originally Posted by Bhu View Post
    The Gillman
    Medium Monstrous Humanoid (Aquatic)
    Special Qualities: Darkvision 60 ft., Blindsense 20 ft., Hold Breath, DR 5/-, Fire Resistance 5, Powerful Build, Light Sensitivity, Fast Healing 3
    Light Sensitivity (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds the Gillman for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
    That's Light Blindness, actually.

    Skills: Hide, Listen, Move Silently, Spot, Survival, Swim
    Do allocate those skill points.

    A scientific expedition looking for fossils runs into a local legend who is too lonely for his own good. Despite having being riddled with bullets, the Gillman survives, and has scientists attempting to communicate with him...while he's on display in an amusement park. What the Hell science?
    Look, academia really is underfunded. They have to raise the bucks somehow!


    I'll look at the templates sometime, but I'm not super good at that and this was a run.

  24. - Top - End - #834
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post


    A DINOSAUR LIZARD!



    …with 48 HD.
    *coughs* Kaiju physics...


    I know it's more than justified, but permit me to grumble none the less.
    It's cheating, I know. But it did survive a nuke.



    Much thanks for the editing, I have made changes as usual based pon your review. And now to get to this weeks critters!
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  25. - Top - End - #835
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    THE BASSET FOLK



    "If you pick up a starving dog and make him prosperous, he will not bite you; that is the principal difference between a dog and a man."

    The Basset Folk are humanoid Basset Hounds roughly the size of halflings. They are a fairly laid back folk, and don't see why most of the other races are always in a hurry, or get so emotional over inconsequential things.

    BASSET FOLK RACIAL TRAITS
    · +2 Int and Wis, -2 Str
    · Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision
    · Base land speed 20 ft.
    · Scent (Ex): Identical to the ability listed in the Monster Manual.
    · Basset Folk have a Primary Bite Attack doing 1d3 plus one and a half times their Strength Modifier.
    · Basset Folk receive a +4 Racial Bonus to Listen and Spot Checks.
    · Basset Folk receive a Improved Scent (see Savage Species) and Track as Bonus Feats.
    · Basset Folk automatically speak Furry, and Common. Bonus languages include Feathery, Sylvan, and nearby races.
    · Level Adjustment: +1
    · Favored Class: Scout

    STARTING AGE
    Adulthood: 14
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Height: Male: 3'0" Female: 2'10"
    Height Modifier: +2d4"
    Base Weight: Male: 40 lbs. Female: 35 lbs.
    Weight Modifier: x1 lb.

    BASSET FOLK CHARACTERS
    If you want an excellent Tracker (or at least a character based around perception), the Bassets are a good choice. They make for good Scouts, Rangers, and Druids.
    Adventuring Race: Basset Folk are kind of chill, so generally they go on adventures because they need money, help, or revenge. Particularly revenge. Never cross the Bassets. They may be cool, but they hold grudges forever.
    Character Development: Basset Folk are a rural hunting society, and their usual class choices generally reflect this. Most of their available training comes in the form of some sort of wilderness based class, or maybe just one about fighting. Arcane classes, particularly of the flashier sort, are rare among them.
    Character Names: Male: Abner, Abraham, Caleb, Elijah, Ephraim, Ezekiel, Hezikiah, Ichabod, Isaac, Jedediah, Jeremiah, Joshua, Josiah, Lucas, Luther, Noah, Phineas, Silas, Zadoc. Female: Abigail, Agnes, Alice, Betsy, Charlotte, Delia, Emily, Esther, Eunice, Harriet, Heather, Josephine, Judith, Lavinia, Louise, Martha, Mary, Priscilla, Sarah. Surnames: Surnames are generally what your family does for a living. For example if your first name is Emily, and your family are trappers, your full name might be Emily Trapsmith.

    ROLEPLAYING A BASSET FOLK
    People tend to believe your dumb because you came from the woods and backwaters. You can sometimes use this to your advantage, but usually it just pisses you off. You don't judge people based on their appearance or background and you'd like the favor returned.
    Personality: Basset Hounds enjoy the good things in life: food, booze, friends, and family. They're mellow enough to ignore a lot of insults as they don't wish to leave behind the quiet life. But they rarely forget insults, and cross them often enough that they finally lose their temper, and they'll track you to the ends of the earth.
    Behaviors: Basset Folk like huntin', drinkin', lovin', and playin' (not always in that order). Think of them as good natured critters with some common sense and who lack xenophobia.
    Language: Like most of the Furry races, the Basset Folk speak Furry.

    BASSET FOLK SOCIETY
    The Bassets are open and friendly as long as you don't cause trouble. If you do they'll ask you to move along or quiet yourself politely. Once. If they think you're a danger to the community, they'll personally boot you out.
    Alignment : Bassets tend to follow the rules and help those in need, thusly the majority of them are either Lawful or Neutral Good. Truly Evil or Chaotic members of society are usually exiled or imprisoned.
    Lands : Most Basset Folk live in the extreme backwoods, usually in Temperate Forests, Hills, or Mountains.
    Settlements : If Bassets are forced to settle or relocate, they prefer areas similar to where they already live, although they will settle in Cold forests, or even in Marshes if they have to.
    Beliefs : The Basset Folk tend to be devoutly religious. In my campaign they tend to worship the Nature and Furry Pantheons, and in other campaigns will likely do something similar.
    Relations: The Basset Folk tend to be open and accepting. This means they don't judge people, but it doesn't mean they trust them without them having proven themselves. They prefer races living in rural areas as they tend to respect nature more.

    BASSET FOLK ADVENTURES
    · An old friend who moved to the city has been murdered. His family has asked yours for help in bringing his murderer to justice. Time to fetch the crossbows.
    · Hunting has grown scarce. Something seems to be scaring off all the game, and the kids swear they hear noises outside the fort at night. Time you went investigatin'.
    · A small but royally p_____ off deity has ordered you to help him in his quest for revenge against a really bullying Pit Fiend. He needs you to sniff out The location of the Codpiece of Reckoning in order to bring the Fiend to heel. You just know you're gonna regret this job...


    BASSET FOLK SPECIES SUBSTITUTION LEVELS


    Ranger
    Level 1: Replace Track with Uncanny Sent
    Uncanny Scent (Ex): The Basset gains Uncanny Scent (see Savage Species) as a bonus Feat.
    Level 2, 6, 11: Gain additional option with Combat Style
    Combat Style (Ex): In addition to the usual options the Basset Folk gain an additional path they can take with their Combat Mastery: Dawg. Bassets choosing Dawg as their Combat Style get the following Bonus Feats: Vexing Flanker (Level 2, see PHBII), Adaptable Flanker (Level 6, see PHBII), and Wolfpack (Level 11, see Races of Wild).


    Barbarian
    Level 1: Replace Rage with Hound Rage
    Hound Rage (Ex): Instead of the normal benefits of Rage you gain the following: You do not take Size Penalties when making Opposed Combat Checks, and Opposed Combat Checks you make do not Provoke Attacks of Opportunity. You may also fight and act normally at -1 to -9 hit points.
    Level 11: Replace Greater Rage with Greater Hound Rage
    Greater Hound Rage (Ex): When Raging you now get a +2 Circumstance Bonus when Flanking opponents or making Opposed Combat Checks.
    Level 20: Replace Mighty Rage with Mighty Hound Rage
    Mighty Hound Rage (Ex): The Bonus you get during Rage now increases to +4.


    BASSET FOLK FEATS



    Basselope
    You were born different...
    Prerequisites: Basset Folk, Must be taken at 1st level, Cha 15+
    Benefits: You were born with small deer antlers. You cast spells whose Save DC is based on your Wisdom Modifier at +1 caster level. This stacks with other effects that increase caster Level.


    Greater Basselope
    You were really born different...
    Prerequisites: Basset Folk, Basselope
    Benefits: Spells your opponents cast whose Save DC is based on Wisdom are cast upon you at -1 Caster Level.


    Mystic Tracking
    You can track even opponents who can hide themselves magically
    Prerequisites: Basset Folk, Must be able to cast 1st level Arcane or Divine Spells or Manifest 1st level Powers
    Benefits: You may track opponents who may not normally be tracked by non-magical means such as opponents under the influence of a Pass Without Trace spell or the Trackless Step ability.


    Improved Mystic Tracking
    You aren't easy to full with Illusion and Invisibility.
    Prerequisites: Basset Folk, Mystic Tracking, Wis 13+
    Benefits: You gain a +2 Resistance Bonus against Illusion (Figment) spells, and Invisible opponents do not get their +2 Bonus to Attack rolls against you.


    Wolf Bite
    You have learned to bring prey to the ground with your Bite attack,
    Prerequisites: Basset Folk, Weapon Focus (Bite)
    Benefits: If you successfully hit with your Bite Attack you immediately get a Trip Attack as a Free Action without provoking an Attack of Opportunity. If the Trip fails your opponents does not get an attempt to trip you in return if using this Feat.


    Follow Up
    You have learned to follow up with an additional attack once knocking your prey to the ground.
    Prerequisites: Basset Folk, Wolf's Bite
    Benefits: If you successfully Trip an opponent or knock him Prone, you immediately get an Attack of Opportunity.


    Dawg's Bite
    Your Bite is unusually hard to dislodge.
    Prerequisites: Basset Folk, Wolf's Bite
    Benefits: You do Bite damage with your Grapple Checks, and get a +2 Circumstance Bonus to maintain Grapple Checks and damage rolls made in a Grapple.


    Hamstring Bite
    You can bite low to hobble opponents.
    Prerequisites: Basset Folk, Wolf's Bite
    Benefits: If you successfully Bite an opponent you can choose to do no damage, and instead choose up to two different Movement rates he possesses. Those rates are reduced by -10 ft..


    BASSET FOLK
    Before fleeing to the Jester's Realm, the Furry races (including Basset Folk) came from a world where Humans and the Furry Peoples were eternally at war. With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home. They were quick to accept.

    BORN TRACKERS
    The Basset Folk are anthropomorphic Basset Hounds about the size of Gnomes. They tend to be easy going and happy go lucky. Basset Folk live for hunting and fishing and life's simple pleasures. Many are often in professions that put them in rural areas.

    DEFINES EASY GOING
    Basset Folk are thought of as backwoods country folk. Ever genial, if you treat them well, they return the favor. Even angered, they tend to be polite to a fault.

    Basset Folk tend to prefer living on farms or in rustic cabins. There are some who tend to judge them for this, but given that the Bassets are infamous for holding grudges, they would be wise to keep their opinions to themselves. The Bassets don't judge, and they hate being judged in return. They are loyal to a fault, and once they call you a friend, it takes quite a bit to change their mind.

    BASSET FOLK NAMES
    Basset Folk names tend to reflect their position in the community.

    Male Names. Abner, Abraham, Caleb, Elijah, Ephraim, Ezekiel, Hezikiah, Ichabod, Isaac, Jedediah, Jeremiah, Joshua, Josiah, Lucas, Luther, Noah, Phineas, Silas, Zadoc.

    Female Names. Abigail, Agnes, Alice, Betsy, Charlotte, Delia, Emily, Esther, Eunice, Harriet, Heather, Josephine, Judith, Lavinia, Louise, Martha, Mary, Priscilla, Sarah.

    Family Names. Surnames are generally what your family does for a living. For example if your first name is Emily, and your family are trappers, your full name might be Emily Trapsmith.

    BASSET FOLK TRAITS

    Ability Score Increase. Increase your Wisdom by +2, and your Intelligence score by +1.

    Age. Basset Folk reach adulthood in their late teens and live less than a century.

    Alignment. Most Basset Folk are Good, and a good many are Lawful or Neutral as well.

    Type. You are a Humanoid.

    Size. You are Small. You are between 3 and 4 feet tall and weigh around 40 pounds

    Speed. Your walking speed is 30 feet.

    Tracker: You have advantage on Wisdom (Perception or Survival) Checks meant to track creatures.

    Keen Hearing and Smell. Thanks to your sensitive nose and ears, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell or hearing.

    Bite. You have sharp teeth that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength or Dexterity modifier (whichever is higher) piercing damage, instead of the bludgeoning damage normal for an unarmed strike. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone (Save DC is 8 + your Proficiency Bonus + your Strength or Dexterity Modifier). If you succeed, you may Bite again as a Bonus Action.

    Languages. You speak, read and write Furry, and any one other language of your choice.



    BASSELOPE (Prerequisite: Must be Basset Folk)
    You were born with small deer antlers, a sign of increased awareness. You may track creatures who may not normally be tracked by non-magical means such as creatures under the influence of a Pass Without Trace spell or the Vanish ability. Increase your Wisdom score by 1, to a maximum of 20. You can't be surprised while you are conscious.


    Basset Folk
    "Greetings! This is your host Harlan Jurgens, along with my assistant Jim! And we officially welcome you back to Mutual of Gnomeahaw's Wild Kingdom!

    The Nose Knows
    "Today we're in the foresty realm of Homestead, home of the immigrants known as the Furry Folk. Our human watchers should note they fled persecution at the hands of our species, so your time here could be...less than comfortable."

    "Whut yew doin' here?"

    "We're recording a show for the palantir sir. We're from Mutual of Gnomeahaw."

    "Yew realize yer standin' next to a human?"

    "Technically, I'm told I'm a clone of a human."

    "Well doesn't that just make me feel better."

    "Would you be amenable to an interview?"

    "You keep me off your devil sphere."

    "Well this is off to a roaring start..."


    So Laid Back, Some of Them May Be Dead

    "No offense meant, but yew should probably disguise him while yer here. Not everyone is as udnerstandin' as I am"

    "We mean no one any harm. We're actually here to get out your story."

    "And that's fine, but yew should know there's a pitchfork mob about two streets down headed this way."

    "Surprisingly, not much of a change for us..."
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  26. - Top - End - #836
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    THE NOBLE PLATYPI



    "No! I wanna holler the loud funny words! I LIKE DARIN, HE IS MY FRIEND!(points to opponents) I LIKE YOU, AND HIM! HE LIKES ME! AND I LIKE HIM! HE LIKES YOU I HOoooPE! I LIKE HIS AUTOGRAPH, IT IS A NICE PICTURE! HE,,,IIIS...NIIICE! "

    The Noble Platypi are cute but somewhat iffily tempered humanoid Platypus creatures. They like to wrassle. Like, reeeeally like to wrassle. It's how they make most decisions, settle disputes, and conduct international diplomacy.

    PLATYPI RACIAL TRAITS
    · +2 Str, -2 Int and Wis
    · Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision
    · Base Land speed 20 ft.
    · Base Swim speed 20 ft.
    · Base Burrow speed 5 ft.
    · Hold Breath (Ex): The Platypi can Hold it's breath for (8 times Constitution Modifier) rounds before it risks drowning or suffocation.
    · Poison (Ex): Injury, Fortitude Save negates (Save DC is 10 plus 1/2 HD plus Constitution Modifier), Initial damage is Stunned due to pain until he needs to make the next Save for Secondary Damage (which is a -4 penalty to all rolls for 1d6 days). Platypi can deliver their venom with a successful Spur attack 3/day.
    · Blindsense (Ex): Platypi can sense all living beings within 30 ft.while underwater as if they had Blindsight.
    · Platypi have a Primary Spur Attack doing 1d3 plus their Strength Modifier.
    · Platypi receive a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line.
    · Platypi automatically speak Furry, and Common. Bonus languages include Feathery, Scaly, Sylvan, and nearby races.
    · Level Adjustment: +2
    · Favored Class: Wrassler

    STARTING AGE
    Adulthood: 14
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Height: Male: 3'0" Female: 2'10"
    Height Modifier: +2d4"
    Base Weight: Male: 40 lbs. Female: 35 lbs.
    Weight Modifier: x1 lb.

    PLATYPI CHARACTERS
    If you want to play a character who is good at Grappling despite being small, go with a Platypus. They're even crazy enough to wrassle things bigger than themselves.
    Adventuring Race: Most Platypi go on adventures to prove themselves, or right some sort of wrong. Rarely one might be in it for the money or glory, but the most common reasons are self worth or justice.
    Character Development: Platypi tend to be simple common folk who enjoy a good bit of unarmed whackery as entertainment. Most belong to classes relying on combat or fighting (Fighter, Ranger, Wrassler, or Scout). Not many Arcane casters live in the boonies where the Platypi call home, and as a result most of their casting types are Divine.
    Character Names: Males: Albert, Alfred, Amos, Arthur, Basil, Bill, Cliff, Clive, Colin, Duncan, George, Gordon, Harold, Jim, John, Oliver, Percy, Sidney, Stanley, Thomas, Wallace, William. Female: Agnes, Alice, Audrey, Barbara, Bess, Betsy, Claire, Daphne, Dolly, Fanny, Francis, Gladys, Gloria, Harriet, Hazel, Jane, Lucy, Martha, Mary, Nelly, Polly, Sally, Sheila, and Wanda. Surnames: Usually based on something the family has long been famous for. For example a family of famous wrestlers might be known as the Tuggers.

    ROLEPLAYING A PLATYPI
    As a Platypus, you're fairly exotic, and will attract lots of attention, most of it unwanted. You'll also have lots of jerks calling you a duck or a beaver, or some other critter you aren't even vaguely related to. Stupidity should be a crime, honestly. And if it ever is, may the Gawds help the world if you get appointed Judge.
    Personality: Platypi are calm and laid back (well, until wrasslin' day), and prefer others be that way as well. Most people who know them are shocked when they see their celebrations. They give no mercy in fights though, even when it isn't to the death.
    Behaviors: Platypi don't like being ordered, and react not so well to insults. But they prefer brawling or wrestling to solving their problems instead of actual lethal violence. Stylized incoherency is also both a favored prank on strangers, and a sort of sport among them.
    Language: Platypi speak their own dialect of Furry, much like the other Furry races.

    PLATYPI SOCIETY
    Platypi prefer to go exploring in the water. They like their entertainment loud and physical. Wrestling is studied by both sexes, often from childhood. Modern style professional wrestling with it's storylines and over the top goofiness is ingrained in their culture, and giving incoherent rambling interviews is a common past time. ("MY OPPONENT IS FEEBLE! HIS MIND IS LIKE A LITTLE PLANE, AND I TOOK CONTROL OF THAT PLANE AND TOLD IT TO ...")
    Alignment : Platypi are generally Neutral with the more fun loving sort drifting towards Chaotic or Good tendencies.
    Lands : Platypus usually live in fairly harsh warm weather areas near local rivers and waterways, or on the oceanside.
    Settlements : If Platypi settle anywhere, it's somewhere warm and near plenty of water. Preferably with as few troublesome people as possible.
    Beliefs :Platypi are nature and spirit worshipers. As such they have many Druids and Spirit Shamans among them, but precious few Clerics (and those are converts). Unless those Clerics worship the Wrasslin' Gawds.
    Relations: Platypi don't get along so well with larger species, because bigger critters tend to try to bully them. But if you don't give them grief they will be loyal to the death.

    PLATYPI ADVENTURES
    · Local Wrasslin' legend Bob "Nipple Crusher" Harris has been found slain. This will not do. You and the brothers have been summoned to kick some behind until his murderer is found.
    · The local government needs some good Masked Wrasslers to ferret out spies sabotaging the local water supply. Goodness knows why they're asking you, but they always seem to go to Masked Wrasslers for help.
    · The local buttheads came to a celebration in your town and called everyone ducks. You aren't ducks. You're Platypi. And they're gonna pay.


    PLATYPI SPECIES SUBSTITUTION LEVELS

    Ranger
    Level 2, 6, 11: Gain additional option with Combat Style
    Combat Style (Ex): When choosing the Rangers combat style you can also choose Brawler. You get the following Feats: Improved Unarmed Strike (2nd level, see Tome of Battle), Superior Unarmed Strike (6th Level), and Stunning Fist (11th Level)


    Barbarian
    Level 1: Replace Rage with Poison Rage
    Poison Rage (Ex): You suffer the usual penalties for Rage, but instead of the normal benefits you gain the following: +2 to Will Saves, +1 to the Save DC of your Poison Attack and 1 additional daily use of your Poison (this stacks with Feats that increase the Save DC of your Poison), and +4 to Strength.
    Level 11: Replace Greater Rage with Greater Poison Rage
    Greater Poison Rage (Ex): +3 to Will Saves, +2 to the Save DC of your Poison Attack and 2 additional daily uses of your Poison (this stacks with Feats that increase the Save DC of your Poison), and +6 to Strength.
    Level 20: Replace Mighty Rage with Mighty Poison Rage
    Mighty Poison Rage (Ex): +4 to Will Saves, +3 to the Save DC of your Poison Attack and 3 additional daily uses of your Poison (this stacks with Feats that increase the Save DC of your Poison), and +8 to Strength.


    Hexblade
    Level 4: Replace Familiar with Poison Stare
    Poison Stare (Su): You may use a daily use of your Hexblade's Curse to deliver a dose of your species venom instead. Range remains same, Save DC is the same for your poison, you do not need to injure him for the poison to take effect.


    PLATYPI FEATS



    Titan Wrassler
    You wrassle anything, no matter how big.
    Prerequisites: Platypi, Clever Wrestling
    Benefits: Your Clever Wrestling Feat no longer has Small or Medium Size as a Prerequisite. Also your Bonus applies to all Grapple Checks, not just the escape attempts.


    Gut Kick
    Your kicks are a prelude to disaster
    Prerequisites: Platypi, Improved Grapple
    Benefits: Whenever you successfully hit an opponent with an Unarmed Strike, you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.


    Raging Bear Hug
    People sometimes confuse your insane hatred for affection, but only very briefly...
    Prerequisites: Platypi, Rage, Improved Grapple
    Benefits: You do +1d6 damage on a successful Grapple Check when Raging.


    Water Wrasslin'
    You are well trained at fighting underwater.
    Prerequisites: Platypi, Improved Unarmed Strike
    Benefits: You don't take melee attack penalties when fighting underwater, and can Hold your breath for (12 times Con Modifier rounds) before you risk drowning.


    Enhanced Blindsense
    Your electrically sensitive bill is more sensitive than usual.
    Prerequisites: Platypi, Con 13+, Wis 13+
    Benefits: Your Blindsense range increases to 60 ft.


    Blindsense Mastery
    You have a zen like awareness of your surroundings.
    Prerequisites: Platypi, Enhanced Blindsense
    Benefits: Your Blindsense now works on land, and you cannot be flanked.


    Nasty Venom (Epic)
    You can really lay people out.
    Prerequisites: Platypi, Con 20+
    Benefits: Secondary effect of your venom is Paralysis for 1d6 days as opposed to a penalty to rolls.


    Incoherency
    Your rants tend to make people avoid you...
    Prerequisites: Platypi, Cha 15+
    Benefits: As an Immediate Action you can make an Intimidate Check vs any Charisma Based Skill Check your opponent is making (you get a +2 Competence Bonus to the roll, this doesn't work against Iaijutsu Focus or Use Magic Device) while delivering a psychotic nonsensical rant that has in no way anything to do with a question you've been asked or whatever your opponent is saying. If you succeed, not only does his check fail, but he has to make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or decide further attempts are pointless as you are far too insane for it to work.




    PLATYPUS FOLK
    Before fleeing to the Jester's Realm, the Furry races (including Platypus Folk) came from a world where Humans and the Furry Peoples were eternally at war. With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home. They were quick to accept.

    WRASSLIN' ENTHUSIASTS
    The Platypus Folk are anthropomorphic Platypus' about the size of Gnomes. They tend to be animated, and a bit manic. They are known for saying "There is no problem that can't be fixed by a good, long Sugar Hold." And then for putting you in a Sugar Hold...

    WOOOO!
    Platypus Folk are stereotyped by others as being fairly 'live and let live'. Which leaves them shocked come the weekend, when the wrasslin' matches are held. It is during this time the Platypi undergo a seeming transformation, wearing bright tights and masks, and calling themselves names like 'Captain Electricity.'

    Platypus Folk are travelers, always looking for promising new grappling techniques. They are quite obsessed with the fine art of grappling. They also consider cutting ever more incoherent promos as fine art, and can often be seen practicing them. Usually much to the confusion and terror of those nearby.

    PLATYPUS FOLK NAMES
    Platypus families are well known for sometimes naming themselves after their ancestral Finishing Move.

    Male Names. Albert, Alfred, Amos, Arthur, Basil, Bill, Cliff, Clive, Colin, Duncan, George, Gordon, Harold, Jim, John, Oliver, Percy, Sidney, Stanley, Thomas, Wallace, William.

    Female Names. Agnes, Alice, Audrey, Barbara, Bess, Betsy, Claire, Daphne, Dolly, Fanny, Francis, Gladys, Gloria, Harriet, Hazel, Jane, Lucy, Martha, Mary, Nelly, Polly, Sally, Sheila, and Wanda.

    Family Names. Usually based on something the family has long been famous for. For example a family of famous wrestlers might be known as the Tuggers.

    PLATYPUS FOLK TRAITS

    Ability Score Increase. Increase your Strength by +2, and your Constitution score by +1.

    Age. Platypus Folk reach adulthood in their late teens and live less than a century.

    Alignment. Most Platypus Folk are Neutral, and a good many are Chaotic as well.

    Type. You are a Humanoid.

    Size. You are Small. You are between 3 and 4 feet tall and weigh around 40 pounds

    Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

    Hold Breath. You can hold your breath for 15 minutes.

    Blindsight. You have blindsight with a range of 5 feet.

    YAR!. You may Grapple a creature of any size, but you can only force movement on a Large or smaller creature.

    My Spurs Go Jingle Jangle Jingle. You have sharp spurs that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength or Dexterity modifier (whichever is higher) piercing damage, instead of the bludgeoning damage normal for an unarmed strike. Additionally, if the target is a creature, it must mak a Constitution Save against Poison (Save DC is 8 + your Proficiency Bonus + your Constitution Modifier). If it fails, it is Incapacitated for 1 Minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Languages. You speak, read and write Furry, and any one other language of your choice.



    PRACTICED INCOHERENCY
    As a Reaction you can make a Charisma (Intimidate) Check vs any Charisma Based Skill Check or Wisdom (Insight) Check your opponent is making while delivering a psychotic nonsensical rant that has in no way anything to do with a question you've been asked or whatever your opponent is saying. If you succeed in the contest, not only does your opponents check fail, but they decide further attempts are pointless as you are far too insane for it to work. You increase your Charisma score by +1, to a maximum of 20. If you are not Proficient with Charisma (Intimidate) Checks, you become Proficient. If you were already Proficient you gain Expertise.


    Platypus Folk
    "Thank you sir. Come on Jim, time we were moving."

    Bringing The Pain
    "I knew I should have bought a Hat of Disguise..."

    "Watch where yer goin' buddy."

    "Sorry about that Sir, we'll be out of your way in a second."

    "DO YOU KNOW WHO I AM?"

    "Well...no."

    "I'M BIG JOHNNY MEME!"

    "Can we interview you later? We were just skipping town..."

    "NO ONE DISRESPECTS THE MEME!"

    "Sir you are making an error in judgement..."


    WOO!

    "I'M NOT JUST A PLATYPUS! I'M AN INSTITUTION!"

    "Oookay...I think we've lost the plot here..."

    "DON'T BUY ANY UNRIPE BANANAS, YEAH! 'CAUSE YOU WON'T LIVE TO EAT 'EM!"

    "Harlan, I think we should just teleport out..."
    Last edited by Bhu; 2024-04-21 at 04:34 PM.
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  27. - Top - End - #837
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Mothsquatch
    Large Monstrous Humanoid
    Hit Dice: 7d8+28 (59 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares), Climb 30 ft., Fly 60 ft. (Clumsy)
    Armor Class: 20 (-1 Size, +1 Dex, +10 Natural), touch 10, flat-footed 19
    Base Attack/Grapple: +7/+18
    Attack: Slam +13 melee (1d6+7)
    Full Attack: 2 Slams +13 melee (1d6+7) and 1 Bite +8 melee (1d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Improved Grab, Constrict, Dust Cloud
    Special Qualities: Darkvision 60 ft., Scent, Spiderclimb, Glide, Mothsense
    Saves: Fort +8, Ref +6, Will +6
    Abilities: Str 25, Dex 12, Con 18, Int 10, Wis 13, Cha 13
    Skills: Climb +15, Craft (any one) +3, Diplomacy +3, Hide +0 (+4 in forest), Intimidate +3, Knowledge (Local, Nature) +2, Listen +4, Move Silently +3, Spot +8, Survival +3
    Feats: Alertness, Great Fortitude, Power Attack
    Environment: Temperate Forest
    Organization: Unique?
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Neutral Good
    Advancement: By Character Class
    Level Adjustment: ---

    Mothsquatch is a young Cryptid just on the verge of fame, living deep in the forests of Homestead. He hasn't quite gotten the hang of being a Cryptid yet, and assumes it means fame, as opposed to 'famous, but nothing of the truth is known about you'. In some ways he acts like a traditional comic superhero, because that's what he figures Cryptids do. It makes his mom sigh a lot. Mothsquatch is a tall, woolly figure about 8 feet in height, with multiple red eyes and big, fluffy antennae. He has wings, which are normally folded underneath his fur. Mothsquatch speaks Furry and Common.

    Improved Grab (Ex): To use this ability, Mothsquatch must hit a Large or smaller opponent with a slam attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Constrict (Ex): Mothsquatch can do 1d6+7 damage with a successful Grapple Check.

    Dust Cloud (Ex): By unfurling his wings, Mothsquatch can unleash a 20 foot Cone of dustlike particles as a Standard Action. Creatures in this area of effect must make a DC 17 Fortitude Save, or be Blinded for 1d4 rounds. Save DC is Con based.

    Spiderclimb (Ex): Mothsquatch can climb sheer surfaces as though with a spider climb spell.

    Glide (Ex): To fly, Mothsquatch must jump off a high point, and he loses 5 feet of altitude, for every 20 feet he travels. He cannot gain altitude, and cannot use the Hover Feat. Otherwise, this works like flight with a speed of 60 ft. (Clumsy)

    Mothsense (Su): Mothsquatch has a +2 Insight Bonus to AC and Reflex Saves against creatures or traps within 30 feet of him.

    Skills: Mothsquatch have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. He also has a +4 Species Bonus to Spot Checks, and a +4 Bonus on Hide Checks in his forest home.

    Combat: Mothsquatch tends to lurk, seeing what visitors are all about. Initially, he will attempt to scare them off if they appear troublesome. If that fails, he will fly down from the trees while unleashing a dust cloud, and pick off opponents one by one.



    Mothsquatch
    "I hate blind teleports...."

    Would You Like To Buy Some Mothmerch?
    "Looks like we're lost in the forest."

    "Howdy."

    "Where did you come from? Who are you?"

    "I'm Mothsquatch, and you just sort of appeared in front of me. Sorry if I scared you, people often mistake me for brush."

    "That must lead to some interesting conversations. What exactly are you?."

    "Mom says we're Cryptids."

    "That can't be. We're actually interacting with you."

    "I dunno. Mom's awful smart."

    "Something I should know Harlan?"


    HERE I COME TO SAVE THE DAY!

    "If I'm not a Cryptid, what am I?"

    "Okay this is a secret. A big time secret. You'll have to undergo an oath."

    "Ooh! Ooh! Mom and her friends do those!"

    "I regret my choices already..."
    Last edited by Bhu; 2024-04-21 at 04:39 PM.
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  28. - Top - End - #838
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    Default Re: Critters III! Now also in 5e!

    Mothmom
    Medium Monstrous Humanoid
    Hit Dice: 9d8+27 (67 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), Climb 30 ft., Fly 60 ft. (Average)
    Armor Class: 22 (+1 Dex, +11 Natural), touch 11, flat-footed 21
    Base Attack/Grapple: +9/+13
    Attack: Slap +13 melee (1d4+4)
    Full Attack: 2 Slaps +13 melee (1d4+4) and 1 Mega Slap +11 melee (2d4+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Dust Cloud, Spell-Like Abilities, Mega Slap
    Special Qualities: Darkvision 60 ft., Scent, Spiderclimb, Glide, Mothsense
    Saves: Fort +6, Ref +7, Will +10
    Abilities: Str 18, Dex 12, Con 16, Int 14, Wis 14, Cha 16
    Skills: Bluff +6, Climb +12, Concentration +6, Craft (any 2) +5, Diplomacy +6, Gather Information +6, Hide +4 (+8 in forest), Knowledge (Arcana, Local, Nature) +5, Listen +7, Move Silently +4, Sense Motive +5, Spot +11, Survival +5, Use Magic Device +6
    Feats: Alertness, Combat Casting, Multiattack, Iron Will
    Environment: Temperate Forest
    Organization: Unique?
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Chaotic Good
    Advancement: By Character Class
    Level Adjustment: ---

    Mothmom is, of course, Mothsquatches beloved mother. From a distance, she appears as a tall, humanoid woman wearing a luxurious fur coat. The blazing red eyes set her apart, however. She considers the forest and it's critters her domain, and she is very protective of them. Unlike her son, she favorsworking from stealth, and her friends tend to memory wipe people who see her. Mothmom speaks Common, Sylvan, Buggy and Furry.

    Dust Cloud (Ex): By unfurling her wings, Mothmom can unleash a 20 foot Cone of dustlike particles as a Standard Action. Creatures in this area of effect must make a DC 17 Fortitude Save, or be Blinded for 1d4 rounds. Save DC is Con based.

    Spell-Like Abilities (Sp): At will: Disguise Self, Ghost Sound, Invisibility, Mending, Pass Without Trace, Spike Growth, Tongues. Caster Level 9th. Save DC is Charisma based.

    Spiderclimb (Ex): Mothmom can climb sheer surfaces as though with a spider climb spell.

    Glide (Ex): To fly, Mothmom must jump off a high point, and she loses 5 feet of altitude, for every 20 feet she travels. She cannot gain altitude, and cannot use the Hover Feat. Otherwise, this works like flight with a speed of 60 ft. (Average)

    Mega Slap (Ex): If she connects with her Mega Slap, Mothmom immediately gets a free Trip attempt as a Free Action, without provoking an attack of opportunity. If she fails, they do not get a Trip attempt in return.

    Mothsense (Su): Mothmom has a +2 Insight Bonus to AC and Reflex Saves against creatures or traps within 30 feet of her..

    Skills: Mothmom have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. She also has a +4 Species Bonus to Spot Checks, and a +4 Bonus on Hide Checks in her forest home.

    Combat: Mothmom generally avoids intruders, unless they bother her son, or cause too much uproar in the forest. Then she'll aid whoever is taking them on.




    Mothmom
    "Do you both swear to abide by the tenets of the Oath, even unto the Afterlife?"

    Who Wants Cookies?
    "I do. Harlan, what's all this about?"

    "The true nature of most Cryptids."

    "I had to fib to you Jim. I took the Oath when I first became a Wizard."

    "The Wizards realized many species would be overrun if they were known to exist, so they made a ritual."

    "A ritual specific to Cryptids I'm guessing?"

    "People who encounter recipients of the ritual, or their descendants, tend to...misremember information about them."

    "You and your son haven't undergone the ritual then?"

    "No, but we'll have to if he keeps trying to sell Mothsquatch branded products. I was hoping to keep him innocent."

    "As all good mothers do."


    Lets Knit You Boys Some Cardigans!

    "So why are you and Harlan here?"

    "Following a villain whose been operating in secrecy for too long."

    "Again?"

    "Have we been here before?"

    "Not you, just Harlan."
    Last edited by Bhu; 2024-04-21 at 04:42 PM.
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  29. - Top - End - #839
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    THE NOBLE PLATYPI
    Poison (Ex): Injury, Fortitude Save negates (Save DC is 10 plus 1/2 HD plus Constitution Modifier), Initial damage is Stunned due to pain until he needs to make the next Save for Secondary Damage (which is a -4 penalty to all rolls for 1d6 weeks). Platypi can deliver their venom with a successful Spur attack 3/day.
    · Level Adjustment: +2
    Huh. Overall this has some real flavour to it and is still rather balanced at LA +2, so this is more a comment than a true contention, but… Damn, that's some venom there. While I know platypodes are crazy overpowered in this department, so it's rather fitting too, for thesake of the sane, have you considered going with 1d6 days rather than weeks? 6 weeks is a lot, even in game time terms.

    Hexblade
    Level 4: Replace Familiar with Poison Stare
    Poison Stare (Su): You may use a daily use of your Hexblade's Curse to deliver a dose of your species venom instead. Range remains same, Save DC is the same for your poison, you do not need to injure him for the poison to take effect.
    Good thinking. Poor Hexblade deserves this little something.

    Nasty Venom (Epic)
    You can really lay people out.
    Prerequisites: Platypi, Con 20+
    Benefits: Secondary effect of your venom is Paralysis for 1d6 weeks as opposed to a penalty to rolls.
    [Stares.]
    [Sees the Epic tag.] Yeah, that's what it is. No issue here.

    Quote Originally Posted by Bhu View Post
    Mothsquatch
    Large Monstrous Humanoid
    Hey, that's cute.

    Skills: Climb +15, Craft (any one) +3, Diplomacy +4, Hide +0 (+4 in forest), Intimidate +4, Knowledge (Local, Nature) +3, Listen +4, Move Silently +4, Spot +8, Survival +4
    I count an overexpenditure by 6 skill points.

    Glide (Ex): To fly, Mothsquatch must jump off a high point, and he loses 5 feet of altitude, for every 20 feet he travels. He cannot gain altitude, and cannot use the Hover Feat.
    I think the norm is to specify a gliding speed (such as 60' (climsy)) under the description of the ability itself. Putting a fly speed in the statblock which, if I understand correctly, this guy doesn't actually have is a bit confusing.

    Mothsense (Su): Mothsquatch has a +2 Insight Bonus to AC and Reflex Saves against creatures or traps within 30 feet of him.
    MOTHSENSE!

    Quote Originally Posted by Bhu View Post
    Mothmom
    Medium Monstrous Humanoid
    Saves: Fort +6, Ref +7, Will +9
    Will +10.

    Glide (Ex): To fly, Mothmom must jump off a high point, and she loses 5 feet of altitude, for every 20 feet she travels. She cannot gain altitude, and cannot use the Hover Feat.
    Same as with the son.

  30. - Top - End - #840
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    Huh. Overall this has some real flavour to it and is still rather balanced at LA +2, so this is more a comment than a true contention, but… Damn, that's some venom there. While I know platypodes are crazy overpowered in this department, so it's rather fitting too, for thesake of the sane, have you considered going with 1d6 days rather than weeks? 6 weeks is a lot, even in game time terms.

    Days it is! I has fixed the rest. I'm moving to a 60 hour a week schedule for a bit, so critters will be 4 a week or so for a bit now.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

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